Courtenay -> Optional rules never to be implemented. (12/3/2020 3:05:05 PM)
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In the most recent MWIF Monthly Report, , we were told that the following optional rules will never be implemented: quote:
• Japanese Command Conflict (Rules as Coded 22.3). Maybe - makes Japanese production more difficult. • Convoys In Flames (Rules as Coded 22.4.6). Maybe - numerous details to code. • Surprised ZOCs (Rules as Coded 2.2) No - too big an effect on game play. Minor countries become trivial to conquer. • Ukraine (Rules as Coded 19.12). No - would it ever be used? The cost of 1 offensive chit is high and the benefits are dubious at best. • Bounce Combat (Rules as Coded 14.3.3) No - too difficult to code. Air-to-air combat was extremely difficult to code. Having a second air-to-air combat nested within an initial air-to-air combat would be insanely complex to code. • Frogmen (Rules as Coded 22.4.3) No - too small an effect on game play. There are only 3 of these units in the game, which cost 2 build points to build and take 1 year to arrive. Then they merely conduct a weak port attack. • Enroute Interception (Rules as Coded 14.2.1) No - too difficult to implement. This would affect all air missions and create additional decision points for the enemy player to decide whether to intercept or not. The players could end up fighting multiple air-to-air combats instead of a maximum of one for each air mission. • Oil Tankers (Rules as Coded 22.4.6). No - makes routing resources very, very difficult. • Intelligence (Rules as Coded 22.1) The only one of these that I will miss is bounce combat, which shows why bomber's air-to-air factors are important. Enroute interception might be nice, but I can see why it is too difficult to code. I would not mind never seeing Hitler's War or Recrutiment Limits, either.
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