Shannon V. OKeets -> RE: MWIF Game Interface Design (4/29/2009 2:34:34 AM)
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ORIGINAL: Orm quote:
ORIGINAL: Shannon V. OKeets quote:
ORIGINAL: paulderynck quote:
ORIGINAL: Shannon V. OKeets For instance, during a land combat resolution phase, the attacking player (phasing side) advances after combat and overruns some naval units. The "player to decide" changes to the player who controls the naval units and he excutes an overrun digression to rebase his naval units. While moving his naval units they enter a sea area where the phasing side can intercept them. The interception succeeds and a naval combat ensues. A naval air combat is chosen and one of the subphases of that is an air-to-air combat. The question is: which side is the attacking side in the air-to-air combat? The program figures this out, but when I was writing the code to build the table, I foulnd it much simlper to just always put the Axis die rolls in the odd rows and the Allies in the even rows. By the way, I simplified my example enormously and left out a half dozen other places in that little sequence of play where the person who decides can change (e.g., naval air support, surprise points, choosing sea box sections included, ...). I must be mssing something. The non-phasing player always shoots first in air-to-air. From there you take turns being the attacker. The game must know whose impulse it is. For MWIF I have redefined the 'attacker' in naval interception combat to be the side that provokes the combat; that is, the side that moved ships into the sea area. This seems more logical to me given that naval interception combat can occur in some pretty strange places during the end-of-turn phases (e.g., naval units forced to rebase because of conquest). I was also unhappy with the phasing side always being the 'attacker' when naval units from both sides might abort from a naval combat and have moving ships that 'provoke' a naval interception combat. For example, according to WIF FE, Ax and Al both abort from a naval combat and both are intercepted on their way back to port (in different sea areas), but the 'attacker' is always the phasing side, regardless of which side is moving and which side is intercepting. This is particularly difficult for me to swallow during a land movement phase where the naval interception sequence of events was initiated by an overrun. I have documented this fully in Section 7 of the Players Manual. --- This is all fairly minor stuff and extremely unlikely to occur. I find it weird that a side aborting is considered attacker when they are intercepted just because they are the ones moving the ships into the sea area. Even more so when they are forced to rebase after being overrun. I would find it more easy to understand if the side initiating the search is considered the attacker rather than the one moving into the sea area. This can become confusing in multiple sea combats. For example: Phasing side moves to sea and is intercepted and is then the attacker. Non phasing side aborts and is intercepted and phasing side is then defender. Phasing side continues to move and is intercepted again and is again attacker. Phasing side moves on. Ends move and searches in a sea and is attacker. Non Phasing side aborts and is intercepted. Phasing side is then defender. I am used to phasing side is attacker so I am comfortable with that even when it is combat in unusual places. But I suppose I can adapt to the change. I used the side moving into the sea area being the attacker, because that makes it the pahsing side during naval movement, when most naval interception occur. This makes it match WIF FE, rather than directly contradict it. During the end-of-turn, there is no "phasing side", so WIF FE uses "the side which had the initative in the previous turn" as the 'attacker'.
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