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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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