Blackhorse
Posts: 1983
Joined: 8/20/2000 From: Eastern US Status: offline
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Alternatively, the LOC could be reset to 'none' every time the unit enters a new hex. quote:
ORIGINAL: Bradley7735 quote:
ORIGINAL: Blackhorse Thanks for chewing. You make a good point about "set and forget". When a retreat occurs, could there be a check to see if the LOC hex is adjacent? If it is not adjacent, the LOC retreat routine is skipped. quote:
ORIGINAL: michaelm quote:
ORIGINAL: Blackhorse More great work . . . How hard would it be to add: A "LOC" (Line-of-Communication) field to the LCU screen. The player can select any adjacent hex as the "LOC." If the LCU is forced to retreat, it will first check the LOC, and if there is an eligible retreat path, the LCU will retreat to the designated hex. If the designated hex is not eligible, the LCU retreats per the existing code. It strikes me as odd, in a game of this scale, that we can direct individual pilots to specific squadrons, but we exercise no influence over the retreat direction of a 100,000+ man army. Not quite sure how this would work. I can see a unit having this set, and merrily moving until it hits some enemy units. A battle occurs and the unit retreats back towards the LOC which about "10 hex away in the direction of the enemy". A case of set and forget. Or it needs to be re/set everytime a unit moves. Anyway, I'll chew over it. I agree w/Blackhorse. If the player doesn't set the LOC for 10 hexes, then they should get the default retreat path. However, if they are diligent and set it each movement (ie, adjacent), then the LOC hex would apply.
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WitP-AE -- US LCU & AI Stuff Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change? Moriarty: Crap!
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