RE: 2 day/1 day turns (Full Version)

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Nikademus -> RE: 2 day/1 day turns (6/20/2008 5:32:11 PM)

its not so bad. Like i said, you just have to be more cautious in your planning, which is a good thing IMO.




jwilkerson -> RE: 2 day/1 day turns (6/21/2008 4:23:13 AM)

F,

It took me about 400 agonizing turns (of play against the Nikster) hating 2-days turns all the time - thinking "I'm a 1-day turn guy - why the hecque am I playing 2-day turns" before I finally made it over the hump and became a 2-day turn guy.

I suspect I am pretty slow-witted ... I think most people can make it in less turns ... but you have to cross the desert to get to the promised land!
[:D]




jwilkerson -> RE: 2 day/1 day turns (6/21/2008 4:24:48 AM)

Oh ... I almost forget ... even in stock .. if you loose badly enough ... your LCU will not make the second day's attack anyway ... so actually what you are asking for is already there!





Feinder -> RE: 2 day/1 day turns (6/21/2008 4:47:12 AM)

quote:

you just have to be more cautious in your planning


It's not a matter of planning.  It's a failure of the game engine.

It's Daly Waters on the CHS map, or would be any other largely isolated inland base (like Alice Springs on the stock map).  There only access is by road from Katherine in the North (enemy held), and Tennet Creek from the south (friendly). 

Given nature of Daly Waters being a town in the middle of the desert, this pretty much precludes the use of landing additional supplies by ship.

Which leaves...

There are HQ units at every city to "pull" supplies from the nearest port to the front.  There are also litterally hundreds of C-47s at Tennet Creek hauling supplies to the front.

Besides waiting to attack when fully supplied, that pretty well sums what the extent of what may be "planned" within the limits of WitP game engine.

The fact that troops will attack with full supplies on day 1, and then suicide themselves on day 2 indicates either
1.  The supply model is lacking that they won't draw supplies on the second day.
2.  The attack model is lacking because they're too stupid to realize that they ran out of bullets on day 1.
3.  Or both the above are true.

If I could stop the attack on day 2, I would; but the engine is too stupid to cancel the attack.

I don't understand the defensiveness on behalf of the WitP engine.  It has nothing to do with "planning".  There are plenty of things wrong with WitP.  The problems with supply model and it's effect on combat in 2-day turns being one several issues that remain.

-F-




jwilkerson -> RE: 2 day/1 day turns (6/21/2008 4:50:52 AM)


quote:

ORIGINAL: Feinder

It's a failure of the game engine.

-F-


Oops.
[:)]




Gem35 -> RE: 2 day/1 day turns (6/21/2008 4:55:19 AM)

How about those Cubs?[;)]




Hornblower -> RE: 2 day/1 day turns (6/22/2008 6:31:40 AM)

i prefer 1 turns...  go yanks




goodboyladdie -> RE: 2 day/1 day turns (6/23/2008 4:24:38 PM)

Two day turns are better in my experience. The war flows better and moves faster. I have played both and the extra control one day turns give can be useful, but two "feels" more realistic.




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