janh -> RE: RELOADS and HQ Build Up (11/29/2011 5:20:22 PM)
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I thought they had anchored the seed for the random/dice functions in the save for PBEM, much as they did in AE? Not that you couldn't break that either, but the gains there are much more limited. That would be good, also for playing against AI -- I sure am guilty of reloading turns sometimes. In PBEM, though, both sides posses the ability to "optimize" their turns... quote:
ORIGINAL: Harrybanana I have no problem with HQ Buildups, but do have a problem with what is commonly called HQ Chaining. ... I personally believe this is an exploit, but to date I have not seen any post by Joel or anyone one else on the Development team stating their opinion. It would be nice to know if the game designers think this is WAD or an exploit, and if the latter what if anything will they be doing about it. I consider it borderline, but since it in principle is available to both sides (and will have bigger benefits for the side with most AP and number of usable HQs...), I am not to concerned. What bothers me more is that the defending units just sit there simultaneously and watch in idleness. HQ chaining could be a representation of smart prepositioning of supplies by a specially formed supply detachment. Like a large, detached logistics battalion or mobile supply dump unit. In principle the Germans could have thought that much ahead, and probably could have reserved vehicle capacity for it. The crux is the 45+ MP, which give an enormous movement radius -- or in other words, that the base range is 50 MP (500 miles, which is 70 miles a day -- quite a distance for a mobile column of that size, no?). That combined with the the idleness of the non-phasing units, and the ease with which the supplies are distributed to subordinate units very quickly. Same as supply gets too easily to units also on the regular route, enabling charges over large distances at a high frequency.
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