Curtis Lemay
Posts: 12969
Joined: 9/17/2004 From: Houston, TX Status: offline
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quote:
ORIGINAL: JAMiAM Oh, I think it's great. In fact, I would like to get it even more entrenched as a usable option in PBEM. Especially as a big emphasis since day one, with Matrix, has been to close the cheat loopholes in TOAW. Where I think that Variable Initiative (VI) would truly shine, is on those longer, more strategic level scenarios, where a turn flip-flop, or ten, won't suddenly cause a player to have their entire force wiped out, and the game totally lost. It may take some further refinement of the engine to convince people of VI's benefits, but I think it can be done. Then again...given how much people bitch, gripe, moan and complain about early turn endings... Excuse me, but I see some vicious windmills out there that need slaying... The problem with VI as it now stands, is that it is so unrealistic, being based upon average movement allowance. So the side with more air, naval, and entrained units gets the initiative. That means the Commonwealth have it during Rommel's First Offensive (they have a navy and a rail line), and the Soviets have it in Barbarossa (due to entrained units). A better way to do it would be to base initiative on which side was gaining ground. Just keep track of the total hex ownership count for each side, and the side which increased its count in the last turn would be favored to get the initiative in the next.
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