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  1. I don't know where these archives spoken of are, so I'm probably going to get blamed for bringing up a dead topic but, two emails once you are started: Allied player: enters password. Watches movie of turn 1 Enters allied turn 2 orders Sends { turn 1 movie Turn 1 game state Allies turn 2 orders } Axis player enters password Watches turn 1 movie Enters axis turn 2 orders. computes turn 2 movie and turn 3 game state but like now is not alowed to watch movie send { turn 2 movie turn 3 game state } Allied player: enters password watches turn 2 movie enters turn 3 orders send { turn 2 movie turn 3 game state Allies turn 3 orders } axis player: eners password watches turn 2 movie enters axis turn 3 orders compute but not watch turn 3 movie and turn 4 gamestate send { turn 4 gamestate turn 3 movie } and so forth. If you assume neither player breaks the passwords ( which you have to assume with current system too.) then, I can't see how either player can do anything more than oops I lost my email and hope the opposing player didn't keep a copy. Even so this would seldom help that player any more than the other. Two emails (1 exchange ) per turn. Both players get same apperance of see last turn, make next orders on every email. Why not?
  2. Seems like the quick battle with human unit selection should allow both humans to see the map prior to selection. Scenarios that allowed human unit selection would be nice as well. Three emails to complete a turn. Can't see any reason that it couldn't be done in two other than it would make the programers have to reorder some stuff. See results of previous move, compose next move and send. Vehicle speed and acceleration don't seem to be affected by grade. Seems like I should be able race down a hill and struggle to go back up it. Infantry should be similarly affected, but probably not speed as much as fatigue. Perhaps this happens but from the scenarios I've played It's not clear. Escape key shouldn't minimize program. It should behave like spacebar. Selecting a unit path should select the unit. If I run a group of vehicles to a distant location and then want to fine tune their positions at the end I have to keep panning back to the start location to select the unit then to the destination to make the adjustment. Trails of open ground where a forest transitions to scattered trees, and most other terrain transitions doesnt make sense. (Other than open ground graphics being easier to glue together.)
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