HMSWarspite
Posts: 1401
Joined: 4/13/2002 From: Bristol, UK Status: offline
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quote:
ORIGINAL: Michael T I am sure a programmer with any talent at all could implement such a change in about 5 minutes. I use regiments to highlight the issue. In real game terms you could split zoc costs in to any number of categories. But for simplicity's sake lets keep at two or three for this debate. You would base the zoc costs on the amount of troops and AFV's in a hex. A) 5000 or less B) 5001 to 10000 C) 10001 and greater. Each AFV might equal 10 men. These are just examples. I am sure those in the know could come up with better numbers and formula. But I will leave that one alone now. I raised it. That's all I can do. What about the first blizzard? Are there plans to re work it? EDIT: Just to be clear. I just want to see WITE 2.0 as a real improvement over WITE 1.0 That is the motivation. So an HQ has better ZOC than an armoured cavalry regiment? I know, you meant combat units. But what about supply? A completely out of supply division has better ZOC than an perfectly in supply regiment? OK, so use CV? But a fresh parachute division and a slightly tired armoured brigade might have similar CV. But should have huge ZOC differences (no mobility, only field art). Do I need to go on? I would love ZOCs to be more scientific, but designing such a system would be a game in itself. Also, why stop at ZOCs? Stacking is equally abstracted. 3 regiments fill a hex, but one supersized div, with max attachments extra tanks, extra infantry regiments don't. Want to see an apparently crowded hex, put 3 big HQs on one hex... over 200000 men easy! I know - the HQ is abstracted and isn't all in the hex, representing a capability in an area. The ZOC system isn't really broken... Nor for that matter is the WiTW combat delay, or movement point system. No more broekn than having hexes to start with Yes, to force a unit to retreat but not have the MP to advance is slightly hard to rationalise, but how would you fix it? Charge MP to attack? But how many? A really big attack could take days, so you could say it should take 5 or 10 infantry MP. But it might only take 2 hrs so it should be 1MP (or less). How are you going to do it? Many games have 'movement phases' and 'combat phases'. I think we are better off than that... Have you played WitW? The supply system alone will be a HUGE benefit. The logistics becomes the king, as it should be. You will be far less bothered by MP costs of advancing after combat... to start with you will be wondering how anyone manages to win a combat at all! The air system is also hugely improved.
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I have a cunning plan, My Lord
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