X.ray
Posts: 35
Joined: 4/18/2009 Status: offline
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quote:
ORIGINAL: Curtis Lemay quote:
ORIGINAL: X.ray Correct. This will not work for a real WEGO game, but TOAW is not a WEGO game and this all happens in one player's turn, so administravely it should not really be a big trouble (you have only 10 rounds in total in a turn so max 10 stops, right? ). No. It can stop every time an unknown enemy unit is revealed, and that can happen each time a friendly moves one hex - which can be as much as 10x the MPs of the highest MP friendly unit. (See the new "Improved Road Motorized Movement Rate" thingy). I would only make it stop at encounter (by "encounter" I mean units actually bump into each other, in adjacent hexes, with the enemy sitting on the path that the friendly units are designated moving through, and neither side is forced to RBC), not at revealing. In the real world troops also won't stop and wait for new orders as soon as they see some enemy soldier shows up on the horizon 20kms away. And often in that case they don't even have much detail of the enemy yet. As tactical round is the smallest unit of the clock in TOAW, the stop also can only happen at the end of the latest corresponding tactical round. For example, a unit with 100MP bumped into an enemy unit after moving 31MPs, then the clock should stop at the end of round 4, instead of round 3.1, which can't be measured. The friction of a round that is foregone for such particular units during this process, can be considered as C&C delays required to prepare for the new orders. And the key is the clocks of all units are running simultaneously under this system, which means all units should show 40% of their MPs consumed at this moment. Of course the other units that didn't encounter an enemy would be able to fully utilize their 40% MPs before the stop. So, no time travel will ever happen Well, I forgot you could set the # of tactical rounds in a turn to a very large # (999?). Hmmm.... if a scenario designer is crazy enough to give us 999 rounds to play with in a turn, I guess we will have to be prepared to make good use of it.... quote:
ORIGINAL: Curtis Lemay quote:
ORIGINAL: X.ray Also it shouldn't be stopping imediately after you hit the button because there should be only two things causing the stop: a. As a result of completed combats, which would lead to stops anyway under the current design; and b. Unexpected encounters due to fog of war or retreated enemy units as a result of combats, i.e. Moving units bump into enemies which they didn't see at the time of receiving movement orders. b is the only thing new. Since unknown enemies can be encountered immediately, the stops can happen immediately. Again, the turn should only be stopped at the end of a complete round, not a fraction of it. quote:
ORIGINAL: Curtis Lemay quote:
ORIGINAL: X.ray And I don't think the player has to start all over again when it stops. So long as they don't mind losing. If there is advantage to doing so, everyone will have to do so or be disadvantaged. Either way is fine as long as it applies to both players. I do think committed battles shouldn't be allowed to change in any case, as committing a battle requires a great deal of efforts and preparation, and you can't easily cancel or change it just because your brother unit has some troubles on the hiking 200KMs away.
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