von Murrin -> RE: Army Disaster on Java is this a bug (2/1/2005 12:37:32 AM)
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quote:
ORIGINAL: Ron Saueracker quote:
ORIGINAL: von Murrin Back to basics. Current problem: 1. Any unit can disallow retreats by forcing surrender or elimination. This can be gamey. 2. If we disallow blocking forces, any unit can retreat. This is very gamey. 3. Any currently proposed solution can allow either the former (ZOC's) or the latter (no ZOC's, retreats without "flags", AV requirements). This is gamey by both above definitions. Desired result: Small units with pointy sticks should be unable to stop the retreat of large units with lots of big guns.[:D] Proposed solutions: 1. No ZOC's. Already tried and not helpful. 2. ZOC's only. Already tried and not helpful.[:D] 3. Retreat "flags". Requires redefining of ZOC's and retreat paths. Possible with potential coding headaches and unforseen issues. 4. ZOC's by AV threshold. Possible with potential coding headaches and unforseen issues. *NEW* 5. Unit values. Use fatigue, disruption, and AV to generate an, as of now, nebulous value. Said nebulous value must reach a certain ration when compared to that of the enemy to block retreats. This is a good idea by virtue of being undebated and not having been beat to hell yet.[:D] 5 is much as I suggested without the unit actually entering its hex. I like it, too. Let's talk about 4 and 5, as the other methods have more or less been disposed of.
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