One reason I can see for making more use of QB is that the Real Time format means you can't keep pace with everything that's going on in bigger battles. I just played my third night Kras Pol battle which took place over 3 distinct sites and whilst i was concentrating on one site, things were happening in the others, naturally. I lost. Though this is less of a problem in APOS than in CM because there's not so much you can do in terms of micromanagement in APOS and anyway the friendly AI does actually engage the enemy and do things. Unlike in CM, where you MUST micromanage. There is a turn based option of course in CM, to ease the job of keeping track, but since a minute is a long time without any control in a fierce fight, and since, imho the CM friendly AI is so minimal and can't really look after itself, still less show aggressive initiative, this doesn't get rid of the issue, just displaces it. At least with the QB option you can keep things small enough to be able to see what's happening. Though, to be honest, not knowing what's going on in APOS really does feel like part of the command problem (mainly because the sprites don't need you to tell them all the time what to do), wheras in CM it's just frustrating, because the sprites will do nothing at all (bar cower, run away, slavishly follow the last order etc) unless you tell them to. I think great work has been done on APOS, especially in terms of having the beginning of a functioning friendly AI. I hope they continue to develop that aspect. Be nicer to see a cooperation between Panther (Command Ops) and APOS, I think, than APOS and CM. Because Command Ops has a great friendly AI, the only decent one out there, I think, in any game at all.
< Message edited by phoenix -- 12/16/2012 10:20:41 AM >