cbelva
Posts: 1843
Joined: 3/26/2005 Status: offline
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Thanks for the kind words. We feel good about the game, but want to improve on it going forward. We have definite plans for where we would like to see this engine go. I will try to answer some of your questions inside your post. quote:
ORIGINAL: Bletchley_Geek Just finished playing the Tutorial as the Soviets over lunch (after going through it with the British). I really like the Command & Control aspect that gets FP beyond being a mere exercise in causing attrition, and the way variable length simulatenous turns really works well at simulating real-time. Probably this is the most realistic and playable hex-based wargame I have ever come across. Just two question and a little request. The request would be to get some form of explicit notification when units orders execution gets aborted or delayed beyond the ETA (maybe that appeared on the log, but if it did, I missed that). I had one Motorized Rifle Coy sitting down for almost two hours after the deadline to start its assault expired and until the scenario finished I didn't understand that the Assault wasn't getting started because there were enemy units between the forming up position and the objective. I don't believe that there is a direct notification if a unit's orders get aborted or delayed beyond what is normal. Sounds like a good idea and something we can look at. I don't think units between the assaulting force and its objective would cause a delay for an assault order. Assault orders have the longest delay since there is usually extra planning and preparation on the part of the unit. I would suspect its moral or readiness was low or it was too far from its HQ to be the problem causing the delay. We will keep an eye on this to make sure that the delays are reasonable. Don't be hesitant to point out when you think their not. The questions are about orders delay and the length of the command cycle. In the manual it reads that quote:
These are base delays and will vary based on training level of the forces, readiness of the forces and command and control losses. What are "command and control losses"? Does it refer to losses in HQ subunits? I will let Capn D correct me since he wrote the manual, but command and control losses to may thinking would normally refer to HQ units themselves. But yes, loses of subunits both in HQs and in line units can affect the length of your command cycle. Regarding the Command Cycle length, I am at a loss at understanding how to affect it. During my playthrough as the British, I always kept my cycle length under 20 minutes (and by the end of the scenario, it was of about 10 minutes). As the Soviets, I started with a quite lengthy 25 minutes cycle, which improved as the game continued. I always kept my units within command radius, and tried to keep my HQ's out of harms way (and moving them from time to time, just in case). I think it is easier to control your command cycle in smaller scenarios. There are many variable that can affect your command cycle: The level of EW jamming; force readiness--as units become scattered, disorganized, as their readiness and morale falls can all affect it; the structure of your command and control units (i.e. HQs) and their locations and status can impact it. These are just some of the factors in the equation. As scenarios get larger, it gets harder to control these variables. Oh, enemy arty is always hunting for your HQs, so even tho moving them can impact your command cycles, sometimes you have not choice in order to protect them. Since I've been doing basically the same as either side, I wonder if the length of the cycle is affected by 1) how many orders are being currently planned and/or executed or 2) the number of units in the force. For obvious reasons, both 1) and 2) tended to go down as the scenario progressed :) Yep, these factors impact the command cycle too. Great game, thank you very much Again, thanks for your comments and please continue to let us know what you think good and bad.
< Message edited by cbelva -- 10/10/2013 5:17:05 AM >
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