Shannon V. OKeets
Posts: 22095
Joined: 5/19/2005 From: Honolulu, Hawaii Status: offline
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ORIGINAL: doohanok Hi Steve, After experimenting with the game for many weeks now (and loving it, bugs and all), can I make a suggestion on something that I think will improve gameplay and time. With the A2A combat, can the aborting of aircraft be handled like that for ships? Can the aborts be all done at the end of combat, instead of during combat. If there is an abort, the plane is removed from the fighter or bomber queue and left until the end of combat when all planes have to return to base anyhow? It seems a waste of time to digress from combat for each abort, when they could all be done after combat. Just a suggestion because I know that you are flat out with more important items at the moment. Keep up the great work. Thanks, Brett Thanks. It would require a lot of code changes. And although it would be a deviation from RAW it doesn't strike me as a significant one. I did this for scrapping units. Previously the decision to scrap each unit was made at the time the unit was destroyed. In fact in at least one of the tutorial videos you'll see me scrapping a destroyed unit as a digression. That was a lot of unnecessary digressions. By postponing those decisions until the end of the turn, nothing substantial changed vis-a-vis RAW. For instance, no one has even commented on this deviation since the game has been released. A nice benefit of the Scrap Units change is that the Destroyed Pool was created, which players like to review during and at the end of the turn. I'll think about the change for air-to-air combat aborts when I get to coding PBEM. Anything that streamlines play will be good for PBEM.
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Steve Perfection is an elusive goal.
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