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Two day turns and waypoints/timing

 
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Two day turns and waypoints/timing - 8/29/2011 2:34:21 PM   
medicff

 

Posts: 710
Joined: 9/11/2004
From: WPB, Florida
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Hi all. I am trying two day turns and trying to set up method to have tf move to hex on day ones two pulses, then move to destination for raid attack and retire in second pulse.

Is there anyway to accommodate this? Can the tf be set to pause at a waypoint. Or maybe use two waypoints for a pause at each pulse of day one?

Any help would be appreciated.

Pat
Post #: 1
RE: Two day turns and waypoints/timing - 8/29/2011 2:44:29 PM   
LoBaron


Posts: 4776
Joined: 1/26/2003
From: Vienna, Austria
Status: offline
I´d use patrol zones instead of waypoints.

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RE: Two day turns and waypoints/timing - 8/29/2011 5:46:40 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
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quote:

ORIGINAL: medicff

Hi all. I am trying two day turns and trying to set up method to have tf move to hex on day ones two pulses, then move to destination for raid attack and retire in second pulse.

Is there anyway to accommodate this? Can the tf be set to pause at a waypoint. Or maybe use two waypoints for a pause at each pulse of day one?

Any help would be appreciated.

Pat


might be possible but it would be tricky. I've done alot of two day turn games and the thing about them that makes it worthwhile, besides the speeding up of the game which can take years in real time to complete in PBEM, is that it reduces the player's ability to micromanage their assets, i.e. plot that attacking TF to the last hex at the last minute....do surgical strike (or react to a suddenly changed situation) and scoot away.

Here you have to plan ahead better and accept more "risk" since you can't fit in an extra Orders Phase if the situation suddenly changes. When i plan strikes.....i had to learn to rely more on "Retirement Allowed" Its ironic that that option is designed for such a situation but most players (myself included) dont use it because they don't want to see their carefully prepared attack get cancelled so they set it to "Do Not Retire" which in one day turns is more acceptible a risk as you can micromanage more easily.

Two days.......pick your CO carefully (aggressive rating is important) and use Retirement allowed if there's a chance of retaliation.




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RE: Two day turns and waypoints/timing - 9/3/2011 1:55:30 AM   
medicff

 

Posts: 710
Joined: 9/11/2004
From: WPB, Florida
Status: offline
Thanks,

I have always avoided two day turns because I thought it was better to micromanage everything. But since I started I like the fast pace and the occasional adventure as you pointed out with more care taken to ventures in dangerous places.

Thanks for the responses.

Pat

(in reply to Nikademus)
Post #: 4
RE: Two day turns and waypoints/timing - 9/3/2011 1:54:47 PM   
dr.hal


Posts: 3335
Joined: 6/3/2006
From: Covington LA via Montreal!
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The advice of using patrol zone option is a good one, as in that option you can have you TF advance to three differing locations within the period you are playing at..... However in patrol zones, you must first have the destination and the home port the same, then the option becomes available.

(in reply to medicff)
Post #: 5
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