Charles2222 -> RE: Zero Corsair etc (9/22/2006 10:00:02 AM)
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quote:
ORIGINAL: AmiralLaurent quote:
ORIGINAL: Charles_22 Good point, because if you did WITP ala BTR, you would have to figure out which side was to be the planners and which the reactors, if you played strictly from the BTR book. So naturally that means they would have to go one up on BTR and get both sides to be reactionary as time elapsed for WITP. I'm not sure what you mean by stating that a turn of BTR is longer. If you mean it's continuous time, as in the case of the Germans, then yes, but if you mean in terms of the amount of personal time absorbed in planning either I would have to heartily disagree. WITP takes MUCH longer in my case, but then I am playing Japan. I never did play the allies in BTR (but never did complete playing as Gerry either - because of, shall we say, game bugs) but all that allied raid planning might be comparable to the WITP Japan. I don't think there is any game turn in the history of computer gaming that has compared to how long it can take mustering up Japan as you want it on it's turn one. The only thing comparable that I can imagine would be the allied WITP turn one[:D]. I agree that the first turn of WITP is a monster, but then following turns will be far shorter, especially in the second half of 1942. WITP interface is not the best possible by far but has some improvement compared to BTR enabling to give the same orders to all units of the same type in a base at the same time, and orders are kept from one day to another, while in BTR you have to add manually each unit to a raid, and each turn, when playing BTR. A normal WITP turn takes about 40 minutes to me, divided in half bewteen watching the replay and planning the next turn. But a good part of my turns are done in 5 minutes, when things are rolling and I have nothing to change. An Allied BTR turn usually takes at least one hour,and when I played German more than half an hour just doing the turn (in PBEM, where there are more raids tahn against the Allied AI, especially at night). Yes, I would say that echoes my experience, only I have never got beyond the first two months of WITP and never have played PBEM. Yes, it's easy for me to forget the convenience of issuing orders to multiple groups in WITP, but then again that's only been somewhat of a recent discovery for me. But, playing IJ it's still none to quick as you remember the portion of the game I have played is all about attacks and making sure I prep units and so on, to say nothing of trying to keep up with how my industry is going. I suppose beyond my first 5 turns in BTR, very long ago, I probably played the planning phase in like 15 minutes or less playing Gerry and in my case often I spent more time with the execution and scrambling than the strategic portion. A WITP IJ turn for me, is the minimum of an hour. I just have to go over every base and every combat TF every turn. The most major improvement I've made timewise in the game is to note the weather in the strategic map and sometimes in the lower level map also, to get a general idea of just where it's a good idea to fly or not. If the weather is generally lousy throughout I will grab the list that shows all land-based a/c and shut them all down, and of course do the same to the naval ones. Then I go through things to find the exceptions and then bring some of them back up. The opposite of course is true for the better weather, where I will have to recall the prior turn's general weather and then decide to leave them alone or stand them up. From what I've seen, and it's just a cursory look at best, it doesn't seem the idea of standing up the entire land force, for example, works as well as standing them down, for they invariably will take missions I don't want to assign them and have to adjust them anyway. So as far as quick turns go, bad weather is my friend[:)].
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