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RE: Comprehensive Wishlist version 3

 
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RE: Comprehensive Wishlist version 3 - 7/19/2008 3:16:12 PM   
Curtis Lemay


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quote:

ORIGINAL: rhinobones


quote:

ORIGINAL: Curtis Lemay
We could have a similar switch that turns deployment permission on and off. With it off, you could deploy anything anywhere . . .


That certainly sounds risky . . . like a scenario design function just looking for a train wreck. Maybe you want to clarify what you mean by “deploy anything anywhere”.


I meant "deploy anything anywhere". Whatever risk would be involved, if any, would be incurred by the designer. The power to do this exists now, via the workaround (change the terrain to a permissible one, deploy, then change back). This would simply enable designers the ease of doing so without the tedious workaround.

(in reply to rhinobones)
Post #: 31
RE: Comprehensive Wishlist version 3 - 10/1/2008 4:46:28 PM   
Curtis Lemay


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The Wishlist document has now been revised an 8th time. See the same post #1 in the Scenario Design board:

http://www.matrixgames.com/forums/tm.asp?m=1540287&mpage=1&key=?

(in reply to rhinobones)
Post #: 32
RE: Comprehensive Wishlist version 3 - 1/1/2009 6:08:41 PM   
Curtis Lemay


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The Wishlist document has now been revised a 9th time. See the same post #1 in the Scenario Design board:

http://www.matrixgames.com/forums/tm.asp?m=1540287&mpage=1&key=?

Of interest this time are the few new items that have turned "blue" (i.e. been implemented).

(in reply to Curtis Lemay)
Post #: 33
RE: Comprehensive Wishlist version 3 - 1/1/2010 8:18:50 PM   
Curtis Lemay


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The Wishlist document has now been revised a 10th time. See the same post #1 in the Scenario Design board:

http://www.matrixgames.com/forums/tm.asp?m=1540287&mpage=1&key=?

(in reply to Curtis Lemay)
Post #: 34
RE: Comprehensive Wishlist version 11 - 1/1/2011 4:41:57 PM   
Curtis Lemay


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The Wishlist document has now been revised an 11th time. See post #1378 in the Scenario Design board:

http://www.matrixgames.com/forums/tm.asp?m=1540287&mpage=46

Note that I can't yet delete the version 10 document from post #1 of that thread (permission denied). Just ignore it for now.

(in reply to Curtis Lemay)
Post #: 35
RE: Comprehensive Wishlist version 11 - 1/1/2012 4:20:13 PM   
Curtis Lemay


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The Wishlist document has now been revised a 12th time. See post #1748 on page 59, in the Scenario Design board:

http://www.matrixgames.com/forums/tm.asp?m=1540287&mpage=59

Note that I still can't delete the version 10 document in post #1, or the version 11 document in post #1378 on page 46 of this thread. Ignore them. The version on page 59 is the latest version.

(in reply to Curtis Lemay)
Post #: 36
RE: Comprehensive Wishlist version 11 - 1/1/2012 5:24:17 PM   
Oberst_Klink

 

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Smashing! And a happy new year and forthcoming 3.5 version!

Klink, Oberst

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My Blog & on Twitter.
Visit CS Legion on Twitter & Facebook for updates.

(in reply to Curtis Lemay)
Post #: 37
RE: Comprehensive Wishlist version 11 - 1/4/2012 5:18:27 AM   
r6kunz


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very nice list. Nice seeing the so many in blue.
Did bringing back diacritical marks make the list?
Will there be a call for new/revised scenarios?
Looking forward...I am not a fan of smileys, but
cheers

(in reply to Oberst_Klink)
Post #: 38
RE: Comprehensive Wishlist version 3 - 1/6/2012 7:27:31 PM   
Anchovy

 

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Some of my wish-list that I can think of right now. How about allow in-game HQ assignments and 'command radius'?

1. For example, a player can transfer units between two HQs. If the two HQs are separated by a large distance, then the unit being transferred takes significant hit on readiness coupled with minor hit on proficiency.

2. HQs without assigned units and reinforcements not under any particular HQ upon appearance. This would allow reinforcements to be assigned to a HQ as a player sees fit. Likewise, this would allow stand-alone HQs to pick up units later on.

3. Include 'command radius' as part of HQ's attributes. Higher-level HQs have longer 'command radius' than lower-level ones. Assigned units outside this 'command radius' are penalized -- slower readiness/supply recovery, higher likelihood of failure in communications check -- unless they are within the 'command radius' of higher-level HQs. This should discourage units arbitrarily spreading out behind enemy lines.

(in reply to rhinobones)
Post #: 39
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