dr.hal
Posts: 3335
Joined: 6/3/2006 From: Covington LA via Montreal! Status: offline
|
Greetings Caldy! In relation to your concerns, there has been many discussions in the forum over the idea that the player should be able to create "no fly/go zones" either by a designating a specific hex or by arcs. I have had, on multiple occasions, ship Task Forces "react" into a hex where they die due to KNOWN shore batteries and/or minefields. Singapore is a prime example. I've had aircraft do the same sort of thing, strike ships that are highly protected and they do so without escort. Unfortunately the discussion reverts back to the same problem, it would be VERY problematic to change the code to reflect what might seem obvious to a player to any degree. In life, you do have "aggressive" commanders who make what might be considered VERY ill advised decisions (Custer being a prime example). This can happen in the game too... Halsey is marked VERY high in aggression, which can lead to trouble, so many players don't use him. Therefore, I'm not sure what can be done. When I sail past a "no go hex" with a TF (such as going around Singapore) I have to ensure that the TF has a "reaction range" of ZERO... The problem here is that for the WHOLE move, not just the few hexes it takes to get past Singapore, the reaction for that TF is ZERO. So there are ways to limit the problem of going into areas that you don't want your units to go, but always at a cost. AND to complicate things, there is always the chance that your leader will override your orders and do it anyway! It is a difficult situation to "code" and I think the developers did the best they could given the limits of the system.
< Message edited by dr.hal -- 10/2/2015 3:38:48 PM >
_____________________________
|