damezzi
Posts: 299
Joined: 7/18/2007 Status: offline
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ORIGINAL: Curtis Lemay quote:
ORIGINAL: damezzi A zone of influence, so that in scenarios with small distance hexes, the supply bonus could have a radio with decreasing benefit. Ok, just the supply, as opposed to command (see 4.14). That's what wasn't clear. I'm not sure that the above will amount to much. Usually, the benefit to the unit for being adjacent to the HQ is only a couple of points. Trying to effect an exponential decay radiation of that may be close to pointless. And those scenarios with small-scale hexes are supposed to have small-scale HQs to go with it. In other words, at 2.5km, the HQs are battalion scale, whereas at 50km they're army-group scale, etc. (That was the theory, anyway). Your argument makes sense to a certain degree, but I think that independently of the size of the HQ, distribution over a 50 km radio should be much more difficult than on a 2.5 km radio. Perhaps a two step decay, at least. quote:
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In fact, even if this isn't exactly a negative characteristic of the game, I think that it would be better if some concepts weren't based in hexes adjacency, but in real distance. One example I think is really illustrative is intelligence in open terrain. A unit in flat arid terrain, for example, should be able to sight enemy much further than 2.5km... I think this is a misconception about open terrain. It isn't a billiard table. It just isn't hilly or wooded enough to rate a hill or forest tile. You still can't detect properly cammo'ed defenders dug into it. And we don't want to get into line-of-sight issues. (However, see item 2.6 "Steppe"). That`s why I used the word flat. Ok, open terrain in the game is generic, so we can`t know how exactly the topography is, but for sure units were able to spot other units once in a while in distances much greater than 2.5 km, even in hilly terrain, mainly when moving, and in the game, even when moving, those units won`t be seen by the enemy. You just can move around back and forth in a desert plain and don`t be spotted. Perhaps a simplified line of sight... not cumulative, using only the most obstructive terrain type on the path between units. And, if that is expensive in computational terms, just give the player the option to check for enemies using a specific unit and some MPs (for detachments going to the higher spots, etc). Ok, this seems too complicated for a patch, but maybe there is another solution. The fact is that it`s weird to come suddenly across a unit in a desert plain, mainly when this unit has recently moved to a near position. quote:
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Exactly, but also applying to the penalties for moving from an adjacent hex to another. It says that. ("Leaving/crossing"). Ok, my fault.
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