JAMiAM -> RE: Amphibious Ops w/the Beta Patch (9/20/2007 8:43:15 PM)
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quote:
ORIGINAL: Curtis Lemay quote:
ORIGINAL: Veers Oh, come now, James. You'll comment on that, but not the main point of my post? Tsk, tsk. [:D] I'll comment on it. It's a bug we inserted that got missed. I beg to differ. It is not a bug. A bug is a game engine behavior that acts contrary to intention, or documentation. This does neither. It may be a feature that you disagree with the specifics of its implementation, but it is in no way a "bug". quote:
ORIGINAL: Curtis Lemay During the mucking about with fixing the cheat thing, some aspects of MPs got screwed up. We thought we got it fixed, but we didn't. In fact, I'll post my comments I made at the time on it from the development board: The game has been returned to the COW behavior, but the above is not quite a correct description of it. Debarking while at sea does not zero movement points (nor should it). Rather, debarking at sea next to the coast, setting up an attack from there against a coastal defender, and then canceling that attack, is what zeros MPs (it also re-embarks the attackers, who remain without MPs if then re-dis-embarked). Frankly, I'm not sure the way COW had it was a good thing. I'd rather be able to cancel the attack AND keep my MPs, thankyou. The important thing is that debarking at sea does not restore the seacap used. Unfortunately, the bold above was incorrect. In fact, the game had been changed so that canceling an attack of any seaborne units - NOT just units that have debarked at sea - zeros their movement allowance. This will have to be fixed next time. One could take the hard-nosed approach and say that operational commanders wouldn't be able to send their invasion units to an enemy beach, sit off the beach, calculating their odds, and deciding to not attack, sail away, and expect no consequences. It might not be a fun game-play event, but it would be realistic in a fashion to keep the units stuck and subject to counterattack, etc. Mind you, I'm not necessarily saying that I endorse this point of view, but it is not unreasonable. That said, given that the expected behavior of the program has changed significantly with this feature, it could be argued that the restrictions it imposes are overly burdensome. I can somewhat agree with this point of view. Therefore, we will try to fine tune this better for future patches so that the flexibility of planning that normal ground combats have is restored somewhat to the use of sea invading forces. At least until we start making sea hexes "stickier"...
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