Rexor -> RE: how PBEM games will be handled ? (5/26/2006 3:20:12 AM)
|
quote:
ORIGINAL: Shannon V. OKeets quote:
ORIGINAL: Manfred hi, and sorry if the answer is somewhere else on this forum but I wonder how a PBEM game will be playable if you follow the WiF's rules ? for example, each time a naval unit crosses a sea area countaining ennemy units, it can be intercepted. Will we have to send a pbem file each time the non-phasing opponent has to make a choice ? there are numerous actions a non-phasing player may have to do during an impulse : naval interceptions, CAP, air interceptions, HQ supports and many other things. a single impulse could see the sending of dozens of PBEM files, and make the game so long that his interest (at least in PBEM) would be crippled. So how will you handle PBEM ? thanks and sorry for the bad english [;)] Oh, what the heck. This hasn't been posted for a while. The PBEM design was worked on extensively from July to October, 2005. What follows is only part one of a two part design specification. The second part is longer and describes Standing Orders in minute detail. I have both of these documents as PDFs if anyone is interested (send me an email: Steve@PatternDiscovery.us). -------------- Proposed Design for Play by Email (PBEM) (as of October 17, 2005) Background As general background, MWIF controls what the player can do at any point in the game by proceeding through the sequence of play in the World in Flames’ Rules as Written 7 (RAW). During each phase/subphase the player is only able to make decisions, move units, build units, and so on, if those actions are appropriate for that phase/subphase. The player controls when a phase is complete by clicking on a “phase complete” button. Control is passed back and forth between the players by MWIF, and in some phases a player has nothing to do because MWIF is waiting on his opponent to move (or make some decision). One of the concerns with PBEM is that it will take too long to play a game because of the numerous changes in control in the RAW sequence of play. If RAW were implemented faithfully for PBEM, there would be literally hundreds (or thousands) of emails needed to play a single game. To make the PBEM system more efficient, a revised sequence of play is used that reduces the number of emails substantially. Elements of PBEM One of the big differences between playing MWIF live over the Internet and playing by email, is rolling the dice. During an Internet game MWIF can roll the dice and show the results to everyone immediately. In a PBEM game that is not possible; so a solution was needed to prevent the players from repeatedly rolling the dice until a favorable result is achieved. To do that, MWIF includes eMWIF, a small program that runs separately from MWIF. eMWIF exists for one purpose: to roll the dice and report the result to all the players in a game. eMWIF can be run on any host Internet server and Matrix Games will run a copy that is available to everyone. You can run eMWIF on some another system if you like. When you start a PBEM game, you ‘register’ it with a running copy eMWIF, identifying who is playing what countries. As you play the game there will be times when you need a random number (e.g., rolling for weather). At that point MWIF will send a query to eMWIF over the Internet, asking for a random number. eMWIF will validate that the player is in the game and that he is scheduled for asking for a random number for the specific event. By this I mean that eMWIF will know where in the sequence of play the players are and who should be doing what next. Once the request is validated, eMWIF will roll the dice and send the results to all players. This means that players cannot cheat since the dice are only rolled once. Note that communication between MWIF and eMWIF is automated and requires no action by the player. At the start of a PBEM game each player sets up an ‘INI’ file that lists all the players in the game with their email addresses. It also contains the Internet address of the copy of eMWIF that will be “rolling the dice”. Once the scenario, optional rules, and sides have been decided by the players, MWIF registers the game with the eMWIF dice roller. During a PBEM game, each player runs a copy of MWIF. Each copy sends emails to the other players in the game, as well as eMWIF. The emails are generated by MWIF when the player clicks on “phase complete”. From the player’s point of view this is identical to playing over the Internet or solitaire. The process for completing a phase will be the same. However, the sequence of play is different, as discussed in glorious detail below. Types of Email The PBEM system operates with three types of email. The most common, Sequential, is when a player completes a phase and sends his decisions (e.g., moves) to the other player(s). This type of email transfers control to the other player. That is, the other player now becomes the phasing player and makes his decisions. The second type of email, Simultaneous, occurs when multiple players are making decisions at the same time. For example, production is done simultaneously by all players. This second type does not transfer control directly from one player to another. Instead, MWIF waits until all the players have sent their emails marking the phase as complete. Then, and only then, does it reveal the other players’ decisions/actions. What this means in practice is that a player may receive an email from an opponent (say, about production), but be unable to read its contents until he has sent off his own email that contains all his own production decisions. In a game with more than 2 players simultaneous emails can cause delay because MWIF waits until everyone has sent their emails. The third type of email, Announcements, are generated by MWIF. These are generated when MWIF determines: who has the initiative at the start of a new turn, that the end of turn has occurred, and that the end of game has occurred. Standing Orders In order to eliminate emails, most decisions by the non-phasing player are handled using Standing Orders (SO). There are 24 locations in the sequence of play where standing orders might be used. At appropriate times during the sequence of play, players are prompted by MWIF to review their SOs to make sure they are up-to-date. All players select settings for each standing order. The details of the selection process depend on the specific standing order being set. The AI Assistant later uses SOs to make decisions on behalf of the non-phasing player when the opponent, the phasing player, moves units, conducts combat, and performs other game activities. The use of standing orders enables hundreds, if not thousands, of emails to be eliminated from a PBEM game of MWIF. In each location the choices for the SO are different. Therefore, for each of the 24 standing order locations, there is a separate interface designed specifically for that standing order. Of course, they are as similar as possible with common terminology and placement of panels, text, and so on. The key point is that you should think of each SO as solving a unique problem. The portion of MWIF which executes SOs is referred to as the AI Assistant (AIA). The AIA makes decisions on behalf of the player, but is indirectly under the control of the player, through the settings of the SOs. The default setting/choice is the one implemented by the AIA if no standing order has ever been entered by the player. The default is usually to do nothing or if that isn’t possible, to choose the simplest choice. Once you set a standing order, it remains in effect until you change it. That is the current SO and there are at least 24 of them. Through the help system the player can ask for advice on setting standing orders. The help system contains suggested SOs from experienced WIF players. These are recommended standing orders. Sadly, it is not possible to know how well the authors play MWIF and the advice you are given may not be ideal. It is up to you to judge. There may arise situations where the non-phasing player wants to make a decision with an extra e-mail instead of having a SO applied by the AIA. This might be because he feels there are too many variables, or the situation is too crucial to be left to SOs. To accommodate these circumstances, the player has the ability to indicate that one or more of the 24 possible SO locations require an email in lieu of a SO. This goes directly against the thrust of the PBEM system design to eliminate as many emails as possible and it can be very annoying when an opponent starts requiring emails for every little decision. Be that as it may, whether SOs or emails are used is a question for the players to decide amongst themselves. It is akin to the situation in playing WIF over the board, where the German player, in the middle of moving all his land units in Russia during a summer turn, decides to take a 2 hour break for lunch. Note that Australian Design Group didn't write any rules to cover such situations in WIF. Therefore, use of SOs is optional, even in a PBEM game. The capability to require an email instead of a SO will be part of MWIF and it can be turned on or off for each of the individual 24 SO locations. Furthermore, the on/off flags can be set either at the beginning of the game (like an optional rule), or dynamically toggled during play. However the flags are set at the beginning of a game, those are their settings unless the players unanimous agree to change them during a game. Nomenclature The references to the rules in the sequence of play are to RAW 7. The emails are labeled by game segment: S1 - S3 are for Setting up units. W1 - W3 are for declarations of War. P1 is for Passing. A1 is for Air Actions. N1 - N5 are for Naval Actions. L1 is for Land Actions. C1 - C2 are for Combined Actions. E1 - E8 are for End of turn/game. PBEM Sequence of Play What follows is a very detailed list of the sequence of play for PBEM and the emails that are generated by the players and MWIF. All player emails are colored blue. Branching logic is colored red and refers to the numbers in the left hand margin. Emails from MWIF to eMWIF are colored purple. Standing Orders are colored green. Be sure to read the notes at the end. There is also a separate document describing the details of each standing order. ---------------------------------------------------- Start of Game ?? Email communications to decide who is playing, scenario, optional rules, bidding for countries, and choosing countries (MWIF facilitates bidding if so desired). Game is registered with eMWIF. ---------------------------------------------------- Set Up ?? Email S1 from Italy: 1 => 3.1 - Italy initializes all SOs 1 Setup (Rules 24.1) 2 Reinforcements (Rules 4.0) 2.1 Force pool changes (Rules 4.1) 2.1.1 Remove Air Units (Rules 4.1.3) 2.1.2 Replacement naval units (Rules 4.1.4) Option 67 2.2 Placing reinforcements (Rules 4.2) 3 Lending Resources (Rules 5.0) 3.1 Trade agreements (Rules 5.1) ?? Email S2 from all Allies: 1 =>3.1 - the Allies initialize all SOs ?? Email S3 from Japan & Germany: 1=> 3.1 - Japan & Germany initialize all SOs --------------------------------------------------- Action Stage ?? Email W1 from side with the initiative: 5 => 7.4 (scenarios always state who starts with the initiative) 5 Action stage (Rules 7.0) - repeat 6 through 12 until end of turn 6 Weather, only when player with initiative is phasing player (Rules 8.0) - eMWIF 7.1 Declare War (Rules 9.0) 7.1.1 US entry check (Rules 9.4); roll is made immediately but the USA player does not decide where to place a chit until the next time he is the phasing player - eMWIF 7.1.2 Neutrality pacts (Rules 9.5) - Checked by MWIF 7.1.3 [See W2 below] 7.1.4 Control new minor countries (Rules 9.7) - SO 2 7.1.5 Aligning minor countries (Rules 9.8) 7.1.6 Japanese occupation of Indo-China (Rules 9.10) 7.2 Nazi-Soviet pact (Rules 19.5) 7.3 Soviet border rectification (Rules 19.6) 7.3.1 The USSR claims the Finnish borderlands (Rules 19.6.1) - SO 3 7.3.2 [See W2 below] 7.3.3 The USSR claims Bessarabia (Rules 19.6.2) - SO 3 7.3.4 [See W2 below] 7.4 The Ukraine (Rules 19.12) Option 62 ?? Email W2 from non-phasing player to set up units if war is declared (7.1.3, 7.3.2, and 7.3.4) 7.1.3 Calling out the reserves (Rules 9.6) - SO 4 may be used 7.3.2 Germany denies USSR claim to the Finnish borderlands (Rules 19.6.1) 7.3.4 Germany denies USSR claim to Bessarabia (Rules 19.6.2) ?? Email W3 from phasing player: 7.5 + (P1, or A1, or N1, or L1) 7.5 Choose action (Rules 10.0) --------------------------------------------- Movement and Combat One of more of the following Action Phases occur depending on the action chosen by the phasing player. Note that parts of the Air Actions can occur during Naval and Land Actions. --------------------------------------------- Pass Action ?? Email P1 from phasing player: 8.1 8.1 Passing (Rules 11.1) Go to 12 --------------------------------------------- Air Action ?? Email A1 from phasing player: 9.1 => 9.15 9.1 Combat air patrol, CAP (Rules 14.2.1) - SO 5 9.2 Port attacks (Rules 11.2) see X.1 => X.5 in Air Action - SO 11 9.3 Naval air missions (Rules 11.3) see X.1 => X.5 in Air Action 9.4 Strategic bombardment (Rules 11.7) see X.1 => X.5 in Air Action 9.5 Carpet bombing (Rules 11.8) see X.1 => X.5 in Air Action 9.6 Ground Strike (Rules 11.9) see X.1 => X.5 in Air Action 9.7 Rail movement (Rules 11.10) 9.8 Air transport (Rules 11.12) see X.1 => X.5 in Air Action 9.9 Paradrop (Rules 11.15) see X.1 => X.5 in Air Action 9.10 Shore bombardment (Rules 11.16.2) 9.11 Ground support (Rules 11.16.4) see X.1 => X.5 in Air Action 9.12 Aircraft rebases (Rules 11.17) 9.13 Air resupply (Rules 11.18.1) see X.1 => X.5 in Air Action 9.14 HQ reorganization (Rules 11.18.2) 9.15 TRS resupply (Rules 11.18.3) Go to 12 --------------------------------------------- Air Combat The sequence X.1 => X.5 takes place when any of the actions listed in X.4 occur X.1 Committing air units to combat X.1.1 Non-phasing player flies CAP to hex or sea box (Rules 14.2.1) - SO 5 X.1.2 Phasing player flies air units to hex or sea box (Rules 14.1) X.1.3 Non-phasing player flies air units to hex or sea box (Rules 14.1) - SO 6 X.1.4 Phasing player flies interceptors (Rules 14.2.1) X.2 Air to air combat (Rules 14.3) X.2.1 Phasing player arranges fighters and bombers (Rules 14.3.1) X.2.2 Non-phasing player arranges fighters and bombers (Rules 14.3.1) - SO 7 X.2.3 Roll for non-phasing player’s attacks (Rules 14.3.2) - eMWIF X.2.4 Choose planes lost, damaged, and/or cleared through (Rules 14.3.3) - SO 8 X.2.5 Roll for phasing player’s attacks (Rules 14.3.2) - eMWIF X.2.6 Choose planes lost, damaged, and/or cleared through (Rules 14.3.3) - SO 8 X.2.7 Phasing player decides whether to continue (Rules 14.3.3) X.2.8 Non-phasing player decides whether to continue (Rules 14.3.3) - SO 9 If both players decide to continue air to air combat, go to X.2.1. Otherwise X.3 Anti-air (Rules 11.2, 11.5.9, 22.4.2) Option 3 X.3.1 Anti-air combat on attacker’’s planes - eMWIF X.3.2 Anti-air combat on defender’’s planes (occurs in naval air attacks) - eMWIF X.4 Air bombardment (port attack, naval air attack, ground strike, ground support, strategic bombing, or carpet bombing), paradrop, or air supply - eMWIF X.5 Return to base X.5.1 Phasing player returns planes to base (Rules 14.3.2) X.5.2 Non-phasing player returns planes to base (Rules 14.3.2) - SO 10 --------------------------------------------- Naval Action ?? Email N1 from phasing player: 10.1 => 10.4.3 10.1 Port attacks (Rules 11.2) see X.1 => X.5 in Air Action 10.1.1 Search - eMWIF 10.1.2 Surprise points - SO 11 10.2 Naval air missions (Rules 11.3) see X.1 => X.5 in Air Action 10.3 Naval movement (Rules 11.4) 10.3.1 Task forces (Rules 11.4.3) 10.3.2 Naval transport (Rules 11.4.5.) 10.3.3 Naval interception (Rules 11.4.6) - SO 12 10.4 Naval combat initiated by phasing player (Rules 11.5) [?? Email N5 from phasing player: 10.4.1 => 10.4.3], for multiple naval combats and rounds ] 10.4.1 Phasing player adds air units (Rules 11.5.3) 10.4.2 Phasing player commits subs (Rules 11.5.4) 10.4.3 Phasing player search (Rules 11.5.5) - eMWIF ?? Email N2 from non-phasing player: 10.4.4 => 10.4.10 10.4.4 Non-phasing player adds naval air units (Rules 11.5.3) 10.4.5 Non-phasing player commit subs (Rules 11.5.4) 10.4.6 Non-phasing player search (Rules 11.5.5) - eMWIF 10.4.7 MWIF determines who chooses combat type (Rules 11.5.7) 10.4.8 Non-phasing player chooses sea box, when permitted (Rules 11.5.5) 10.4.9 Non-phasing player uses surprise points, when permitted (Rules 11.5.6) 10.4.10 Non-phasing player chooses combat type, when permitted (Rules 11.5.7) ?? Email N3 from phasing player: 10.4.11 => 10.4.17 10.4.11 Phasing player chooses sea box, when permitted (Rules 11.5.5) 10.4.12 Phasing player uses surprise points, when permitted (Rules 11.5.6) 10.4.13 Phasing player chooses combat type, when permitted (Rules 11.5.7) 10.4.14 Naval surface combat (Rules 11.5.8) - eMWIF 10.4.15 Naval air combat (Rules 11.5.9) see X.1 => X.5 in Air Action 10.4.16 Submarine combat (Rules 11.5.10) - eMWIF 10.4.17 Phasing player takes and inflicts losses in naval combat, when permitted - the phasing player updates SO13 ?? Email N4 from non-phasing player: 10.4.18 => 10.4.20 10.4.18 Non-phasing player takes and inflicts losses in naval combat, when permitted 10.4.19 Phasing player aborts naval combat (Rules 11.5.11) - SO 13 10.4.20 Non-phasing player aborts naval combat (Rules 11.5.11) - the non-phasing player updates SOs 11, 12, and 14 If both sides decide to continue naval combat in this sea area, go to 10.4, Email N5. Otherwise If more sea areas were selected by the phasing player go to 10.4, Email N5 (for the next sea area). Otherwise10.5 Naval combat initiated by non-phasing player (Rules 11.6) - SO 14 Repeat same sequence as for 10.4 but with roles of phasing and non-phasing reversed. Go to 12 --------------------------------------------- Land Action ?? Email L1 from phasing player: 111 => 11.10 11.1 Rail Movement (Rules 11.10) 11.2 Land Movement (Rules 11.11) 11.2.1 Overrun (Rules 11.11.6 ) 11.2.2 Forced Air Rebase - SO 15 11.2.3 Forced Naval Rebase - SO 16 11.2.4 Overstacked Losses (Naval) - SO 17 11.3 Air Transport (Rules 11.12) 11.4 Unload Land Units from Ships (Rules 11.13) 11.5 Invasion (Rules 11.14) see X.1 => X.5 in Air Action 11.6 Paradrop (Rules 11.15) see X.1 => X.5 in Air Action 11.7 Land Combat (Rules 11.16) 11.7.1 Land Combat Declaration (Rules 11.16.1) 11.7.2 Shore Bombardment D (Rules 11.16.2) Option 38 - SO 18 11.7.3 Shore Bombardment A (Rules 11.16.2) 11.7.4 Emergency HQ Supply (Rules 2.4.2) Option 6 - SO 19 11.7.5 HQ Support Defender (Rules 11.16.3) Option 13 - eMWIF - SO 20 11.7.6 HQ Support Attacker (Rules 11.16.3) Option 13 - eMWIF 11.7.7 Ground Support (Rules 11.16.4) see X.1 => X.5 in Air Action - SO 21 11.7.8 Ignore Notional Unit - SO 22 11.7.9 Land Combat Resolution (Rules 11.16.5) 11.7.9.1 Choosing land combat table - SO 23 11.7.9.2 Rolling the dice for combat results - eMWIF 11.7.9.3 Choosing Losses - SO 24 11.7.9.4 Path of Retreat 11.7.9.5 Advance after combat 11.7.9.6 Forced Air Rebase - SO 15 11.7.9.7 Forced Naval Rebase - SO 16 11.7.9.8 Overstacked Losses (Naval) - SO 17 11.8 Air Rebase (Rules 11.17) see X.1 => X.5 in Air Action 11.9 Air Supply (Rules 11.18.1) see X.1 => X.5 in Air Action 11.10 Reorganization (Rules 11.18) 11.10.1 HQ Reorganization (Rules 11.18.2) 11.10.2 TRS Supply (Rules 11.18.3) Go to 12 --------------------------------------------- Combined Action A Combined Action is a combination of 9, 10, and 11 above: It starts with the phasing player’s Naval Action (10) which may involve several emails - N1 => N5; The non-phasing player updates his standing orders in email C1; Next is the phasing player’s Strategic Action (9.4 and 9.5) resulting in email A1; The non-phasing player updates his standing orders in email C2; and Ends with the phasing player’s Land Action (11) which generates email L1. Go to 12 --------------------------------------------- End of Turn Test 12 Last impulse test (Rules 12) - MWIF decides If not end of turn, switch who is phasing and non-phasing and go to 5. Otherwise --------------------------------------------- End of Turn End of Turn Stage (Rules 13) 13.1 Partisans (Rules 13.1) Option 46 - eMWIF ?? Email E1 from MWIF to both players announcing End of Turn (and Partisans, if any) ?? Email E2 from both sides: 9.1 (if partisans appeared) ?? Email E3 from both sides: 9.2 => 9.3.3 13.2 Entry markers (Rules 13.2) - eMWIF 13.3 US entry (Rules 13.3) - part of the USA (only) email 13.3.1 Entry markers (Rules 13.3.1) - eMWIF 13.3.2 US entry options (Rules 13.3.2) 13.3.3 US entry actions (Rules 13.3.3) ?? Email E4 from side that had the initiative this turn: 9.4 13.4 Return to base or stay at sea (Rules 13.4) ?? Email E5 from side that did not have the initiative this turn: 9.4 13.4 Return to base or stay at sea (Rules 13.4) ?? Email E6 from both sides: 9.5 => 14, 2 => 4 - all players update their SOs 13.5 Final reorganization (Rules 13.5) 13.5.1 Use oil (Rules 13.5.1) Option 48 14 Production (Rules 13.6) 14.1 Breaking down units (Rules 22.4.1) Option 2 14.2 Building units (Rules 13.6.5) - eMWIF randomly selects units from force pool 14.3 Intelligence (Rules 22.1) Option 63 14.4 Factory Destruction (Rules 22.2) Option 30 14.5 Reforming units (Rules 22.4.1) Option 2 15 Peace (Rules 13.7) - MWIF decides 15.1 Conquest (Rules 13.7.1) - MWIF decides - eMWIF (for where the units go) 15.2 Allied support (Rules 13.7.2) - MWIF decides 15.3 Mutual peace (Rules 13.7.3) - either side can offer mutual peace. If this happens then the other side needs to respond with an email either accepting or rejecting the offer. 15.4 Vichy declaration (Rules 13.7.4) 15.4.1 Creation (Rules 17.1) - eMWIF (for which countries go Free French) 15.4.2 Determine control (Rules 17.2) 15.4.3 Setup Vichy units (Rules 17.3) 16 Liberation (Rules 13.7.5) 17 Surrender (Rules 13.7.6) 18 Victory check (Rules 13.8) - MWIF decides If End of Game, go to 19 below. Otherwise --------------------------------------------- Reinforcements & Initiative 2 Reinforcements (Rules 4.0) 2.1 Force pool changes (Rules 4.1) 2.1.1 Remove Air Units (Rules 4.1.3) 2.1.2 Replacement naval units (Rules 4.1.4) Option 67 2.2 Placing reinforcements (Rules 4.2) 3 Lending Resources (Rules 5.0) 3.1 Trade agreements (Rules 5.1) 4 Initiative (Rules 6.0) - both players provide standing orders for rerolls and deciding who has the initiative to start the next turn - SO 1 ?? Email E7 from MWIF to both players announcing who has initiative Go to 5 above --------------------------------------------- End of Game 19. End of game ?? Email E8 from MWIF to both players announcing who won ------------------------------------------------ Notes I. Air combat can occur in 3 places during a Naval action, 5 places during a Land action, and 9 places during an Air action. For each of these ‘places’ there can be several combats (e.g., four ground strikes). Clearly this has the potential for making PBEM take a long time. Therefore, I have removed from PBEM the options: #22 Bounce, #51 En-route aircraft interception, and #57 Limited aircraft interception. I have also required Standing Orders for all non-phasing player decisions during air combat so the air combat sequence can be completed without any emails. These decisions detract from keeping PBEM faithful to WIF, so I do them reluctantly. However, I believe they are essential to keep PBEM from taking excessively long to play (i.e., dozens of emails per impulse). II. S1 - S3 are based on the Global War scenario. The order for the countries may be different for the other scenarios. III. W2 does not occur unless the phasing player declares war and the non-phasing player needs to set up units in response. However, even then this email can also be skipped if there are Standing Orders for how to set up units for the small minor countries (e.g., Iran). When W2 is not needed, the phasing player combines W1 and W3 into a single email. Since W2 happens only when war is declared, most of the time one email, W1, is all that is needed for the declaration of war segment. IV. The Pass, Air, and Land actions are done with a single (one, 1, uno) email. Naval actions might take a lot of emails because several are needed for each round of combat in each sea area. However, naval combat is much less frequent than land and air combat. Given that: (1) control of sea areas is vital for maintaining supply to units, preparing for and defending against invasions, and for shipping resources to factories, and (2) the high cost in build points and time for naval units, the players have direct control in deciding the type of combat, how to use surprise points, losses, and return to base. In making the trade off between the crucial nature of naval combat and the number of emails, I decided the increased number of emails was warranted. V. As the phasing player proceeds through his turn and requests die rolls from eMWIF, MWIF incrementally builds the email that is later sent to the opponent. Each email contains all the decisions (moves) that the phasing player made. The phasing player is still able to undo moves/decisions right up to the point where he either: (1) requests a die roll from eMWIF, or (2) takes an action that causes a SO to be activated. For example, when the phasing player tries to move surface naval units through a sea area that the other side could possibly search, he is committed to that move as soon as he exits the sea area. This is because passing through a sea area entitles the non-phasing player to perform a search. The decision whether to search or not is made by the AIA on behalf of the non-phasing player. It does not matter whether the AIA, using the SO, decides to search or not. Simply because the SO was consulted by the AIA means that the move can no longer be undone. VI. Overruns can result in air and naval units having to rebase. The non-phasing player can just let the AIA make these decisions. Alternatively, he can use a SO to give a rebase destination (hex or prioritized hex list) for each of his units prior to the phasing player’s move, just in case they get overrun. Likewise he can let the AIA decide which units to eliminate if overstacking is caused when units have nowhere else to retreat. VII. In land combat, choosing tables and losses is very important. Therefore, the standing orders for these decisions include a variety of ways for the player to instruct the AIA how to make them. VIII. In air combat, choosing losses is very important. Therefore, the standing orders for these decisions include a variety of ways for the player to instruct the AIA how to make them. IX. The most difficult SO interface to design was for deciding when to sent fighters to intercept enemy air activities (SO 6). The reason this was so hard is because there are so many different ways a player can use his fighters. The SOs in this one location have been split into the 10 separate parts, one for each type of enemy air mission: (1) port attacks, (2) naval air combat, (3) strategic bombing, (4) carpet bombing, (5) ground strikes, (6) air transported land units, (7) paradrops, (8) ground support, (9) air resupply - using ATRs to reorganize of land units, and (10) fighter escort for friendly bombing missions. The player can enter 10 separate SOs for fighters in this one location in the sequence of play. X. There are still a couple of loose ends. It is possible that some emails can be skipped because there is nothing for the other player to do. For example, the non-phasing player might not be capable of initiating any naval combats. MWIF should detect these situations and expedite the game by eliminating emails when there is nothing to do. Of course, MWIF needs to inform all the players when this happens. Another topic that came up in the forum discussion was letting the non-phasing player review his SOs after the phasing player chooses his action type. This requires some major changes in the PBEM sequence of play. I have decided to play test the current design and see how loud the play testers complain about not knowing the phasing player’s choice for action type. One possibility is to code two PBEM sequences of play and let the players choose which one they prefer. I have no interest in writing the extra code unless it proves to be necessary. Great bearded Jesus. I could follow for a while, then... well, it was like seeing bright starbursts before my eyes. With fuzzy little bears. Or something. And then I woke up.
|
|
|
|