cbelva
Posts: 1843
Joined: 3/26/2005 Status: offline
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quote:
ORIGINAL: **budd** i'm starting to come around on the order delay thing being a problem. Not in all instances, but when a unit is in screen mode which i've been paying particular attention too. So much so that i'm gong to do another install pre-2.06 and compare. I usually just chalk things up to chaos of war and work around it, but the order delay in screen mode while playing with limited orders is getting a little frustrating. I've been trying to get in front of things happening by anticipating and giving orders early. Having a unit already in screen mode with no enemies in its LOS and giving it bug out orders and plotting the waypoints pretty much the opposite way of the oncoming enemies and having the turn play out and having enemy units enter LOS and go toward my unit one hex at a time until there on top of it and having my unit stay there the whole time until wiped out because the order time to move hasn't arrived yet, remember this unit is already in screen mode and the enemy ends up in the same hex without my unit moving.This is also an HQ unit. I'm going to see if i have a save and rerun it a few times to see if it changes. This particular instance was very frustrating. I would be curious what others think about this. I've played about 10 battles so far under 2.06 just curious what other people's opinions are who have logged more play time. You are making my job easier. I am an advocate for a light trigger for units in screen. When a unit enters the standoff range of a unit in screen, I want to see my unit withdraw back to keep the distance. That would solve some of the problems you are seeing. We had it prior to 2.06. HOWEVER, some of the players on several different forums were complaining rather loudly that units were bugging out too fast in screen. They wanted their units to sit around when they spotted the enemy, shoot off a few rounds, and then before being overrun bug out. The problem, while they are sitting around trying to decide whether to shoot or not, the enemy gets too close and, well, you have seen the results. I argued against this change, but the players won out over my concerns. I did warn them that there would be people not happy with seeing their units get overrun. Units do pull back in screen, just not fast enough for my tastes. And yes some do get overrun. The situation you are describing is what screen should be for. Getting units out of trouble before they are overrun. They can shoot up until their standoff threshold is reach, and then they should pull back. It you want them to stand and fight, give them a hold order. As someone who has worked in a battalion/brigade command post (TAC), I can tell you that there is a delay from the time you give an order to move, and when the unit actually starts to carry out that command. To cover situations when it is impractical to give commands, units have SOPs and battle drills. IMHO that is what screen should be doing for you. And with the orders delay it is not easy to "anticipate" when to give them orders to pull back. Right now, FPRS is limited in the area of SOPs. We realize that and hopefully we can change that as we develop the engine. Having the limitations that we have now, it is hard to balance to make it do everything that everyone wants to do. The powers that be have had to make some decisions. Not everyone will like the decision. I am one of them. If we can introduce the limited SOPs to the orders in Southern Storm, that should go help quite a bit. You feedback is invaluable to us. We appreciate all your comments.
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