JeffroK
Posts: 6391
Joined: 1/26/2005 Status: offline
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quote:
ORIGINAL: witpqs quote:
ORIGINAL: Bullwinkle58 quote:
ORIGINAL: witpqs I do think carrier react could be improved, but I doubt they will take it out entirely because it would violate one of the designers tenants. The whole bit about the perspective of command in this game has been discussed at length before. Which is different than suggesting that the choices you would make in designing a game would be in any way worse - they would just be different choices (yours). I really doubt they will remove carrier react entirely. You're talking beside the point. I haven't seen anyone calling for the react---carrier or otherwise--to be removed. Only that it do what it says. If a non-zero react is set, let the TF react as the variables, primarily the CO's specs, call for, with any randoms. But when the player uses the interface provided by the devs, let zero BE zero. In all my years of reading WITP forums no one has ever been able to explain why "1" can mean "1", and "0" can mean "one". There's no design utility in it. If initiative and aggressiveness is the be all, imagine the howls if the player told a TF to resupply PH, but the CO decided he'd rather see Tarawa. This is a game reflecting MILITARY events. When your orders say "don't react", damn it, you don't react. That's what I meant - the designer intended for less than ironclad command certainty for the player. For many things 'faithfully do what the setting says' does not come against any design decision. But 'carrier react = 0 means react sometimes depending...' is the kind of thing they have said in the past is 'as designed'. They mentioned there were some things that they checked with Grigsby on. Perhaps that was one of them. Anyway, to the best of my knowledge we are stuck with it. if so, then a react of 1 should be 1 or 0, a react of 2 should be 2 or 1 or 0, NOT, 0 = anything , 1 = anything, 2 = anything. GG had some great ideas, most of them needed tweaking. Now Dan, back to the war.......
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