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RE: Option 63 -- Intelligence

 
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RE: Option 63 -- Intelligence - 8/8/2006 10:07:47 PM   
Jimm


Posts: 607
Joined: 7/27/2006
From: York, UK
Status: offline
quote:

ORIGINAL: Shannon V. OKeets

So I am now at the point of seeing it as a poorly defined optional rule, that requires a lot of coding and play testing. I seem to have 4 choices: (1) keep it the way CWIF did, (2) remove it entirely, (3) do something quick and dirty, or (4) devote a bunch of time and energy to it. My mother always referred to option #3 as "a lick and a promise" - a reference to keeping my hair from sticking up in the back when I was a kid.

I continue to brood on this without reaching a definitive conclusion.


Given the options I'd have to say leave well alone. Anything else is mission creep. Save it for phase 2!

Just MHO.

Jimm

(in reply to Shannon V. OKeets)
Post #: 61
RE: Option 63 -- Intelligence - 8/12/2006 2:48:28 AM   
Jeff Gilbert

 

Posts: 67
Joined: 10/2/2005
Status: offline
I think I am in favor of having FOW as an optional rule for land combat units.
As far as implimentation, one genleman suggested a "house rule" he had played where only your top land unit was known until declaration of combat or airstrike.
I like this idea a lot as it would keep the factor counting crowd from shuffling an entire front to get the 1 or 2 more fators for the right shift.

Of course, it can always not be used if it were an optional rule.

My 2 cents.

[by the way, I may not post much but I read this forum almost daily and I must say that I am very impressed with the map work folk have done. All you guys are awsome]

(in reply to Jimm)
Post #: 62
RE: Option 63 -- Intelligence - 8/25/2006 8:47:10 AM   
amwild

 

Posts: 105
Joined: 2/9/2004
Status: offline

quote:

ORIGINAL: Jeff Gilbert

I think I am in favor of having FOW as an optional rule for land combat units.
As far as implimentation, one genleman suggested a "house rule" he had played where only your top land unit was known until declaration of combat or airstrike.
I like this idea a lot as it would keep the factor counting crowd from shuffling an entire front to get the 1 or 2 more fators for the right shift.

Of course, it can always not be used if it were an optional rule.

My 2 cents.

[by the way, I may not post much but I read this forum almost daily and I must say that I am very impressed with the map work folk have done. All you guys are awsome]


The house rule I mentioned where only the top unit was visible until an attack was mounted didn't apply only to land combat units - it applied to all units in a hex, whether they are land, sea or air units.

As long as we can sort unit stacks, this should be relatively easy to implement.

(in reply to Jeff Gilbert)
Post #: 63
RE: Option 63 -- Intelligence - 8/25/2006 11:10:42 AM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
quote:

The house rule I mentioned where only the top unit was visible until an attack was mounted didn't apply only to land combat units - it applied to all units in a hex, whether they are land, sea or air units.

As long as we can sort unit stacks, this should be relatively easy to implement.

I don't like this at all.
I know, I don't like FoW anyway in a WiF scaled game, but if it is implemented it should not be implemented that way. This is a house rule that is suitable to tabletop gaming, but computers can do better than that.

I think this is better to basically have frontline units always "Spotted". There would be 2 status for units : Spotted and "UnSpotted", or "Hidden". Behind the front units would become "Spotted" because of air missions passing over them or near them, and because of Naval Units patrolling on the sea area adjacent to the shores. Also, enemy air missions automatically Spots the Air Units who participate. Spotted units stay Spotted for the rest of the turn, and can also be carried on for a couple of more turn.

The only things to decide / tune here are :
- how many hexes from the friendly land units are considered "Frontlines" (to Spot enemy units) (I suggest 1-4),
- how many hexes from the aircraft missions paths (or from Organized Air units) are Spotted (I suggest 1-2) and
- how many hexes inland are considered "Shore" (for patrolling ships to Spot units) (I suggest 1-4).
- how long does it need to loose "Spotted" status on units who are "out of reach" (Out from "Shores" or "Frontlines" zones as defined above) beyond the current turn ?

Also, a bunch of units should not trigger the "Spotted" status : V-Weapons, Frogmens for example.

(in reply to amwild)
Post #: 64
RE: Option 63 -- Intelligence - 8/28/2006 7:00:24 PM   
oscar72se

 

Posts: 100
Joined: 8/28/2006
From: Gothenburg Sweden
Status: offline
I have been playing WiF for a couple of years now. For me, this game is all about action limits and having your units where it all goes down before it actually does. This means that the object of the game very much is about being able to anticipate your opponents' next move(s). With FOW all of that is lost.

Personally I would never even consider playing WiF with FOW. I think that plain good fun is much more important that realism. :)

(in reply to Froonp)
Post #: 65
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