Pulling Out Support Units (Full Version)

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Rosencrantus -> Pulling Out Support Units (8/30/2021 8:28:27 PM)

In the newest public beta it seems that you are still able to get support units out from a pocket if you change its HQ if it gets opened. Can it be considered that the support unit can only be moved out when the HQ or unit is not isolated for a turn? I don't know why it has been made so displacing an HQ or relocating it from isolation destroys all support units but opening a single hex which although puts them all "in supply" allows there to be a transfer of thousands of men and heavy weapons through ZOC. Obviously there are more situations such as one where you completely relieve a pocket with escape routes having no ZOC, but my point is having a single hex opened should not allow so many units to be transferred without any consequences.




Joel Billings -> RE: Pulling Out Support Units (9/3/2021 10:17:16 PM)

Basically because for some things, it's a lot easier to devise a rule for a paper game than it is to code a rule into a computer game. Anything can ultimately be done, but it takes time, can involve complexity when new data elements need to be added (like tracking supply status over time), or can slow the game down doing difficult path checks.

This issue along with the one re units being able to too easily warp out of large near pocket situations and go to the reserve are very similar. I expect down the road these two issues will get another look. Since there is no simple (code) solution they won't get attention until more pressing issues are dealt with.




tyronec -> RE: Pulling Out Support Units (9/4/2021 5:07:31 AM)

A suggestion would be to block assignment or reassignment of SUs to/from units that started the turn out of supply.
This would go a long way to mitigating the example Rosencrantus was referring which I think was in our game and also the more common one where the Soviets break one of the T1 pockets and get all of their artillery out.




Rosencrantus -> RE: Pulling Out Support Units (9/4/2021 6:17:59 AM)

Yeah something as simple as that would fix the problem.




AlbertN -> RE: Pulling Out Support Units (9/4/2021 12:13:13 PM)

+1 to Tyronec suggestion.

I may be wrong but I think that is even pretty simple to code!

I'd prevent Disband as well IF unit started Isolated; or if there is Enemy Unit within X hexes (X to me should be a value between 5 and 10)

But I understand there are other priorities. Just one cannot always rely on 'house rules' especially for non trackable things.




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