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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.)
CMBO:Like the game, but would like better...
in Combat Mission - Tech Support
Posted
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?