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observations on compDiF


rhorky

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Dan--

I finally got around to downloading the demo. I like it; it's pretty faithful to the original. however, I do have some observations. I don't know if this is the correct forum (or if the design is set), but here goes....

The aircraft you have portraying the Tony is actually a Mike. It's probably easier to change the text than the graphic.

i kept missing my opportunity to fire with both my leader and my wingman because every player option is prompted from that lower right hand box save target choice, which is propmted by the gunsight device on the map area. That big red " ATTACK " prompt is very eye-catching (screaming pickmepickmepickmepickmepickme!)while it took me ten games before I realised what the little yellow gunsight was for (granted, I hadn't read the rules, but i think my observation is still valid as it identifies a counterintuitive gameplay feature).

Would it be possible to have all of the cards of an attack-response-response-&c sequence visible?

Could the game incorporate a whose-turn-is-it marker?

Most significantly, I think you're missing an opportunity to add a little third-dimensionality to the game. looking down at the aircraft planviews from the top, no matter if they're animated or not, they're still flat. if you all could figure out some way to portray them from, say, a three-quarters perpsective, with a stack of sky-colored boxes representing altitude level....rather like a Qubic board, if you've ever seen one....you could add to the visual presentation of the computer game something not possible in the tabletop edition.

rog

give me a call once you're ready to do some historical campaigns with all the right aircraft.

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