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KDG

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Posts posted by KDG

  1. Guys, its starting to look like you are just repeating yourselves on the hexagon/tile debate.

    1st, I'd expect movement costs to jump to 2 for horizontal/vertical, and 3 for diagonal. Then expect all units to have their AP's doubled. Thus no fractions, and the chance for a more diverse set of movements by different units.

    2nd, Its been stated that a diagonal line of units will block the same way a horizontal or vertical line will.

    3rd, three attacks instead of two on a defensive unit in line makes a huge difference, giving Hubert the ability to nerf jets, allowing them to support attacks in the attempt to blow a hole in the line.

    4th, you are also forgetting the fact that there is a map size limitation that Hubert faced in SC1 with the hexagons. This is one of the reasons for the move to the squares.

    5th, don't worry about the graphics, they can be toggled various ways, and from everything I've read here, its not Hubert working on them, thus its not costing him programming time.

    6th, moving from hexagons to tiles isn't like moving to real time, or moving to spaces the size of squares(like Axis/Allies), its just one of many, many different minor enhancements, not something that changes the game into a new genre.

  2. Expanding on what Exel said regarding research advancement. This was include in that other thread.

    This would solve the problem and wouldn't be too difficult to program.

    For each turn that you don't get a tech in a research that you have investments, you gain a 1/2% bonus chance per chit.

    Example:

    4 chits in Jets. Everyone at 0 tech level.

    1st turn 20%(zero bonus per chit)

    2nd turn 22%(.5% bonus per chit)

    3rd turn 24%(1% bonus per chit)

    10th turn 38%(4.5% bonus per chit)

    20th turn 58%(9.5% bonus per chit)

    After you get the advancement, everything is reset back to the 1st level.

    I'd also make this an option, which could be turned on or off.

  3. United States

    Approx. 2500 miles wide x 1250 high(someone can verify)

    Each square is 25 miles across.

    United States is 100 squares across by 50 squares high for a total of 5000 squares. Adjust movement of units(AP) to reflect this for what ever type of war you are looking for.

    This can be done for any country, state, planet, etc. that you would want to use. I believe the max map is 250 squares by 250 squares(really huge).

  4. I believe the switch to squares is this:

    1) Programming. Map can be larger, programming language being used will work better with squares.

    2) Three units can now make ground attacks, instead of two. This allows Hubert to knock down the power of jets, increasing the importance of ground units, and tanks.

    [ April 17, 2004, 02:35 AM: Message edited by: KDG ]

  5. In this game it all went messy. I attack LC on round 2. But the unit did not take it as easy as it should. forcing me to leave maginot unguarded in order to take Brussels.

    Next time operate an airfleet into the maginot line(if you had one available).

    I learned this when someone LC attacked me on the first turn a whee long time ago.

  6. So 1 to move along a grain and 1.5 across a diagonal, or 2 and 3 respectively

    A very good idea, doubling MC's and AP's. Solves the fraction problems immediately, while opening up additional benefits. A tank still might move 5 squares, but it now costs 10 MC's to do it, which still equals the tanks AP(10).

    This makes incremental changes using the editor to AP easier. Changing an Army from 3 to 4 would have been dramatic, but changing it from 6 to 7, a lot less.

    [ April 16, 2004, 03:04 PM: Message edited by: KDG ]

  7. As for Italy, USSR, and USA, the plan is to have them active from the start so players can at least make some choices about what units to build and where to deploy them etc. With FoW, this should make competitive games VERY interesting.

    This is very good news indeed. Makes the game a little more interesting for Allies after the fall of France.

    I do think there needs to be some limitations on where the units can be located in order to keep the game somewhat historically realistic.

  8. Thank you EXEL for illustrating my point that diagonal should cost 1.5 AP's to give the game its most accurate and equal movement in all directions.

    Since we are going to have tiles(for many reasons listed other places) it would be best to make the most of it, which happens with the 1.5 AP diagonal cost. The decision on whether to round up or down is up to Hubert(most likely if a unit has a .5 AP left, it won't be able to move any farther).

  9. A timer would be nice(even though I only PBEM, but I could see nice uses for it against the AI making the game harder)

    Being able to replay a complete game is also a nice feature(download them, watch, and learn)

    Live watching isn't for me, but others might like it.

    I think it should come down to programming time.

    I'd choose the timer option first, then the next two. If its easy for Hubert to do all of them then great, but if it takes him two weeks of only programming this, then no.

  10. I agree on the "A" to "B"

    What I'm worried about is one unit moving from point "A" to point "B"(a horizontal move), and the opponents unit moving from point "C" to point "B"(a diagonal move).

    I don't want the "C" to "B" to take 50% longer but only covering the same distance as "A" to "B"

    This could make attacks and defense of certain regions unfair, reminding me of the kid game "chutes and ladders" as one player has his men show up much faster at a location(the chute) while the other player slogs along(the ladder).

    The game would be screwy if you purchased new units at a city, and it took you 3 turns to get it to battle, while an opponent purchases his units at another city(same distance from the battle) and it takes him 5 turns to get to the battle.

  11. Ahhhhhhh, your killing my brain....thinking abstractly hurts.....

    OK, now that I got that out, point A and point B still wouldn't be perfect.

    The distance between A and B in a horizontal or vertacle line would be greater(4 spaces away) than the distance diagonally if it takes 2 AP's to go diagonally(the equivalent of 3 spaces away). 1.5 AP's corrects this problem.

  12. From Desert Dave

    "Atom bomb research will NOT be included.

    Thus far, there are eighteen (18) different categories, and this is definitely not one of them.

    On the bright side...

    You can research Infrastructure for instance, which will have some certain effect on your Op Moves.

    Kind of like keeping your road & rail in good working order.

    I have been campaigning for this latter category for some long, dedicated time, and I am very glad that Hubert has decided to include it!"

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