RE: Sequence of Play Tutorial - #10 (Full Version)

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composer99 -> RE: Sequence of Play Tutorial - #10 (9/21/2007 11:19:26 PM)

Perhaps for the final versions of the tutorials the "internal" names for the different phases can be omitted.

I assume your comment was at least partly in jest, though, given the puking smiley.




koontz -> RE: Sequence of Play Tutorial - #10 (11/1/2012 9:33:17 PM)

When you play an internet game, how does it work?

Is that all players are doing there moves attacks and so on at the same time?

And when everyone is ready they end their turn, there will be like an "combat turn"

Or will it work as axis&allies? [:)]




Shannon V. OKeets -> RE: Sequence of Play Tutorial - #10 (11/2/2012 1:55:33 AM)


quote:

ORIGINAL: koontz

When you play an internet game, how does it work?

Is that all players are doing there moves attacks and so on at the same time?

And when everyone is ready they end their turn, there will be like an "combat turn"

Or will it work as axis&allies? [:)]

The WIF/MWIF sequence of play is highly interactive between the players. While there are phasing (proactive moves and combats) and non-phasing (reactive moves and combats) sides, it is rare during an impulse for the phasing side to make moves that the other side does not respond to.

Land moves are one place where the non-phasing side may spend the impulse sitting on their hands, but even there they may have to make decisions if some of their units are overrun. Land combat almost always requires players on both side to make decisions: choice of combat (assault or blitz) and which units suffer losses often up to the non-phasing/defending side.

Air missions typically have the two sides alternate who decides; for example, the attacker sends in bombers, the defender sends up fighter interceptors, and the attacker then send up his fighters to intercept the interceptors. Air-to-air combat is even more intense in alternating who decides which air unit suffers/is blessed by the result of a die roll.

Naval movement is even more interactive, with the possibility of the non-phasing side intercepting the phasing side's naval units multiple times during the movement of a stack of naval units.

So, to answer your question, in a NetPlay game, MWIF determines which major powers have decisions to make and waits until those players have made their moves/decisions, before advancing to the next phase/subphase in the sequence of play. For land moves, it is to be expected that one side will complete all their moves and then click on the end-of-phase button. Once all major powers have ended the Land Movement phase, then whatever comes next in the sequence of play is determined by the program.

MWIF keeps a set of buttons lit on each player's computer so everyone knows who is currently making decisions. The sequence of play form is dynamically maintained by the program, so even beginners will know what is going to happen next. Here is an example of the SOP form.

[image]local://upfiles/16701/A9BCDDE26FA34B36883AAEF0EAEB0B82.jpg[/image]




Centuur -> RE: Sequence of Play Tutorial - #10 (11/2/2012 7:58:56 PM)


quote:

ORIGINAL: Shannon V. OKeets


quote:

ORIGINAL: koontz

When you play an internet game, how does it work?

Is that all players are doing there moves attacks and so on at the same time?

And when everyone is ready they end their turn, there will be like an "combat turn"

Or will it work as axis&allies? [:)]

The WIF/MWIF sequence of play is highly interactive between the players. While there are phasing (proactive moves and combats) and non-phasing (reactive moves and combats) sides, it is rare during an impulse for the phasing side to make moves that the other side does not respond to.

Land moves are one place where the non-phasing side may spend the impulse sitting on their hands, but even there they may have to make decisions if some of their units are overrun. Land combat almost always requires players on both side to make decisions: choice of combat (assault or blitz) and which units suffer losses often up to the non-phasing/defending side.

Air missions typically have the two sides alternate who decides; for example, the attacker sends in bombers, the defender sends up fighter interceptors, and the attacker then send up his fighters to intercept the interceptors. Air-to-air combat is even more intense in alternating who decides which air unit suffers/is blessed by the result of a die roll.

Naval movement is even more interactive, with the possibility of the non-phasing side intercepting the phasing side's naval units multiple times during the movement of a stack of naval units.

So, to answer your question, in a NetPlay game, MWIF determines which major powers have decisions to make and waits until those players have made their moves/decisions, before advancing to the next phase/subphase in the sequence of play. For land moves, it is to be expected that one side will complete all their moves and then click on the end-of-phase button. Once all major powers have ended the Land Movement phase, then whatever comes next in the sequence of play is determined by the program.

MWIF keeps a set of buttons lit on each player's computer so everyone knows who is currently making decisions. The sequence of play form is dynamically maintained by the program, so even beginners will know what is going to happen next. Here is an example of the SOP form.

[image]local://upfiles/16701/A9BCDDE26FA34B36883AAEF0EAEB0B82.jpg[/image]

This makes the game so very good. Even in your opponents impulses, you have to take actions and make decisions. No sir, you can't go to the toilet when your opponent is moving his units in MWIF, I'm afraid... [:D]




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