RevRick
Posts: 2617
Joined: 9/16/2000 From: Thomasville, GA Status: offline
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The issue of days vs. weeks has to center on whether you want this to be a tactical or a strategic game. Force, Theater, and Fleet commanders have very little to do with what each ship, squadron, or battalion does. That is why many of us have silently (or not so silently) wished for an "Interrogative What the %@^#$*$*&^" button when someone took a TF off and destroyed an airbase twelve times when a perfectly good TF sat in the same harbor because of what was called the "Commander Klutz" factor? But, that was part of strategic gaming as well - witness the dithering that went on in the South Pacific command for real before Halsey arrived and Ghormley departed.
Suggestion. Refer to the old SPI WitP. How about week long turns with multiple combat cycles in each week. This allows for movement, combat, results, and even changes of orders based on those results and also for weekly things like supply, reinforcement arrivals, routine convoy deliveries and submarine attacks, training upgrades, etc. Daily turns would make it almost impossible for some of us to have enough time to play the game for anything other than the shortest scenarios, forget campaigns. (Yeah, and I saw what one wag, or wit, wrote about that and still have to face the facts that I have other things I have to do besides play any computer game no matter how much fun it is!) Daily turns in a game of this magnitude would mean that it wouldn't be the least bit of fun for me anymore because of the time constraints I have in the real world.
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God Bless;
Rev. Rick, the tincanman
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"Action springs not from thought, but from a readiness for responsibility.” ― Dietrich Bonhoeffer
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