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tabpub -> RE: In praise of 2 day turns (1/7/2005 7:22:48 AM)
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quote:
ORIGINAL: erstad quote:
ORIGINAL: Knavey Feinder and I tried a PBEM game with 2 day turns...did not particularly care for it. Too easy to exploit the other players inability to react to your moves. The flip side is it does moderate the instantaneous ability to react to intelligence, particularly given the transferred-air-can-conduct-missions-the-same-day factor. With one day turns, the minute a TF is seen approaching the vicinity of a target, 100 Bettys or B-26s can be transfered and operational. IRL, the transit time would be significant, not to mention the lag in interpreting the intelligence and making a decision to transfer air halfway across the theater. But, to each his own. Really right on that point, about the teleportation of air assets on a whim. In addition to preparation points for land units, you should have to "prepare" to transfer planes (anywhere LB to LB...CV pilots are gods and should not have to worry...seriously, as RL SOP would be to fly the carrier air group off to the local naval air station before reaching/after leaving port) I hate to sound like a moaner and know that it is the same for both sides GAMEwise, but c'mon...in two days, a 4 engine bomber can fly across 1/4 of the world, land at a base staffed by ground crewmen of an entirely different nationality and fly if the CO(you) desires it....never mind the lack specific armament that would be there...or the spares...or the experienced ground crew that knows the difference between a Merlin and a Double Wasp engine... <sound of a scuffle in the background> Ok, I subdued the thread hijacker...now, where were we...oh, right 2 day turns. Think they work fine. Had one going with Lemurs in 1.2, but when he lost some stuff, we put it on "hold". Currently doing 1 day with Herbie and slow as molasses some days...and the insta react stuff comes into play <SLAP!> Sorry..anyone want to start one? 2 day, that is...
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