WanderingHead
Posts: 2134
Joined: 9/22/2004 From: GMT-8 Status: offline
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SGT Rice mentioned the gamey all artillery attack, kill, and return tactic. Three options to fix it: 1) after combat, if neither side has "taking ground" units (mil/inf/arm/para), then the side with the most remaining land units (artillery+flak) gets control of the region. I.e., artillery would take ground and not bounce back. 2) artillery can only fire if there is at least 1 friendly ground-taking unit (or (3b) similar to (2b)). 3) artillery or flak can only move into an enemy region if there is already at least one friendly "taking ground" unit in the region. (2) & (3) are effectively the same, except (2) allows the player to screw up, and if desired then (2) could be extended to defense as well as offense. As far as unit balancing goes, one could even go further with (2) or (3) and have (2b) or (3b): require one taking-ground unit for *every* artillery/flak unit, which would leave massed artillery as an effective defense but not offense. It would be easiest to implement (1). Next would be (2). One of the hard things about (3) is that it will impact undoing movement (no good if you move in infantry, then artillery, then undo the infantry), so I will have to be more careful in the implementation. Hey, I just though of something ... I should make it a poll!
< Message edited by WanderingHead -- 2/8/2009 5:25:15 AM >
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