Chris21wen
Posts: 6249
Joined: 1/17/2002 From: Cottesmore, Rutland Status: offline
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One, if not the worst part of WitP and now AE ia the lack of information regarding leaders. In the quote below role play was mentioned. In true roll playing games you know exactly what is meant be the various skills an individua pocessesl, not some arbitary statement about being a him being a careful officer. I want to know what aggressiveness help, land skill helps not guess or experimment or hope that my careful officer is going to recognise the difference between a jap TF and an allied one. What determines that anyway, Naval skill? Give use a break here the game is massive, brilliant and is the best game I've ever played on a computer but leader descriptions is poor, very poor. quote:
ORIGINAL: Mike Wood Hello... We tried to give the player about the same information he would have, were he the theatre commander, so he could role play, instead of number crunch. The values can be viewed by loading the scenario into the data base editor, if he is so inclined. As far as what type the player might place in command of a unit, I think the purpose and unit orders would influence the players choice. The "bomber weenie" generally has a lower air skill and aggressiveness than the fighter commander, but a higher land combat skill (knows where in the infantry might hide and can bomb them better). I usually select a "promising" fellow with a good Inspiration (55% to 60%) and at least an average Leadership (50%+). If I plan on using the group for long range or opposed bombing missions, I prefer a bit higher Inspiration (60%-70%) and a "very promising" fellow, if available. Michael Wood
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