ColinWright
Posts: 2604
Joined: 10/13/2005 Status: offline
|
quote:
ORIGINAL: jmlima quote:
ORIGINAL: Curtis Lemay ... That's all I'm saying. Everybody seems to want a hierachy and reassignment. But what are the effects? What does the hierachy actually do, and what are the limits on/consequences of reassignment? If it's totally free, then you can, just as I said, still scatter your units all over the place - so long as you reorganize them after. That just adds a headache to game play. (just my 2 € cents) Well, referring to other computer games, instead of boardgames who for reasons of their own are developed in a very different way, if you look at V4V / W@W, you could re-assign almost to your heart's content, but, given that there is only a finite amount of supply, the more units an HQ had, the more supply it would require, this in turn restricted supply to your other HQ's, with the consequence that, at some point you would have one functional HQ and several non-functional ones. Also, there was a limit to how many units an HQ could handle efficiently, that is, a regimental HQ could only handle x number of units, a divisional one could handle y, hence putting an effective limit onto the number of units you could pass to one HQ. In there, there were several benefits of having a unit assigned to a particular HQ, one of them, given that the games modelled some significant individual commanders having a unit assigned to one of those commander's HQ would give it some bonuses , etc. Of course, in the end, it's all down to the objectives of TOAW development, if you're looking to have a game that is aimed at newbie's, then these ideas are pointless and will indeed only add 'headaches' to game play, if you're aiming some notches higher then it's a different ball game and you need to consider things like these. If you try for both, then you probably will end up pleasing none of the two groups. Referring to historical reality, HQ's that were overloaded with units started having problems managing everything. So one could simulate all this by penalizing formation proficiency and/or supply past a (designer set) ceiling. In fact, this seems better than my previous suggestions. Of course, this wouldn't do anything about 'units getting transferred all over the map.' But inasmuch as units benefit from being close to other units of the same formation and its HQ, this would seem to be a bogey man. Units and formations are going to want to stay where they are. They're only going to get transferred when there's a real need to do it -- again, as in real life.
< Message edited by ColinWright -- 5/1/2011 7:32:49 PM >
_____________________________
I am not Charlie Hebdo
|