Charles22
Posts: 912
Joined: 5/17/2000 From: Dallas, Texas, USA Status: offline
|
Mindspy: While the leader/follower thing you're talking about might be realistic, do you really think most people would understand that (they wouldn't understand why tank 10 only got 3 hexes to move while tank 1 got 15), when we have much simpler things that get questioned? When you say that, you are operating with the perspective of time, I take it, however, in it's current state, I would say the game works, but under a different system. My guess is that it operates under the idea of supply. One tank may wait on another one, so as to follow, but it uses no fuel to move, and as I recall at one time the Matrix people had mentioned that in either the original SP, or their SPWAW later, that there was some work done on making actual supply a factor for fueling tanks, but that it was dropped somewhere along the way. That's actually the reason they once had "fuel depots", because the fuel depots did nothing so to speak in the game as it turned out.
As to your other idea about phasing, isn't multiple turns phasing? Aren't numerous shots, phasing? I mean, you can break your turn into phases if you want. You can go through all your units, fire once, move once, and go through the process many othe r times in the same turn and the AI does this regularly. If we had phased 1/4 turns, then that could be phased into 1/8 and 1/16 turns; you see? The current "turn" is merely the 1/4 phasing of a 15-18 minute turn. As things stand, you yourself, could, as I pointed out, change how you do things as to engage gameplay playing at 1/4 phasing (unless of course you're talking about you getting a 1/4 phase and then the enemy), but who would want to take that long? For a single scenario battle I could see it, but surely not with the expectations that go along with trying to play the entire war through monthly battles. Yes, I do phase at various times in key situations, but it's very rare, and only in a very limited area in a tight spot.
Guess what? I think I like the ideas I had better, but it's interesting to hear a different take and I welcome any additional comments. I do think, however, that perhaps a more specific alteration to my idea might be in order, for example, the 2 known objective clusters of which I spoke, might always be the more frontal ones, for missions where you might know of two locations, and that the unknown ones would always be more towards the rear, and perhaps you could see all the map up to the known objectives, though they might be behind the enemy deployment line.
While I have played "phasing" as you described it, through TOAW, to me it's way too much time being put into timing and less into tactics. It's not bad, but it requires going through the same units again and again, something surely not suited for individual tanks. It may be more realistic, but how realistic is it to expect the average wargamer will actually complete even just a 12 game campaign, when he's forced to play like the AI every turn, at such a small level? The ideas I've had have very little to do with making a turn more complicated, but only in making them more adventureous, and anyone can phase, as you've been talking about, though there's no penalties involved, but at least he's not forced to phase (unless you look at each turn as being a 1/4 phase for a 15-18 minute turn).
_____________________________
|