ORIGINAL: Double Shot Design
you make a great point that is the center of the WEGO vs IGOUGO system. It is a matter of how much control should a player have. I do favor giving a lot of control to the player (we are not trained 18-19th century generals afterall) but a turn based system can cause unrealistic results as well.
Imagine I use good tactics such as using a screening force to cover the enemy and then launch a flank attack. I get into position but it is now the enemy's turn. He turns all his units to face the attack. If effect he is reacting instantly to my attack as opposed to having to get word from his troops and then execute a reaction. In a WEGO game, I would be on the enemy's flank and then launching my attack as he TRIES to turn and face the attack.
It is a more realistic simulation of the military decision cycle.
You make a great point about the AI reacting inappropriately...this is the killer of a WEGO system. Time will tell how well the agme works in this regard. I would offer, however, that the same issue is involved in turn based games that give control of the non-phasing player's units to the AI.
Keep it up...
My main point is in regards to the "remake" of an origional great game "Battles of Napolean", by changing the system to a WEGO system you are in fact changing the game to something else, thus it will NOT be "Battles of Napolean" as per Dave Landrey's rendition that I played for weeks, months on end.
I'm not so opposed to a WEGO system, it's the fact that you're implementing it into a game I was led to believe would be a recreation of the origional and update so to speak that was going to work on the XP OS. Of course I see now I was wrong and therefore no longer have a peaked interest in the game.
You seemed to overlook my comment about trying to bring too much "realism" into a board wargaming type of world. That's the problem with most games out there, the rts genre most of all. Trying to bring so much realism is taking away from the full hands on strategy we once knew. The more and more designers let the AI control the game events, the less control we the players have. That's what I'm opposed to most of all. As I said, I don't want to watch the AI play my side of the battle. When a mistake is made I want it to be my fault, not the fault of faulty ignorant AI programming and you as well as the rest of us know an AI is nowhere near as good as a human mind making "ALL" the decisions.
There's nothing realistic about Chess, yet, it is a very popular game, because the players have full control over the game. Same with checkers, and any other board game, trying to use computers to bring realism (which it never really can) into the gaming world just takes too much out of the players hands and brings frustration when the AI does countless stupid things each and every turn. The old SSI games of the Civil War period and WWII period were great, players had full control over everything. Same with the origional Battles of Napolean, we had full control. Many talk about realism but they seem to overlook many of these games play in "30 minute to hour" long turns, I'm pretty sure I could get orders to all my units within an hour. Then there are games that play in month long, 3 month long and year long turns, once again, I'm pretty sure realistically I could get orders to all my units in 3 months to a year, so full control takes nothing away from realism.
Even in tactical battles of Combat Mission, those turns are 60 seconds long, and with radios, I don't have a problem with delayed orders, what I have a problem with in a wego system is "my orders" not being carried out at all. The AI has too much control. It's more like sitting watching the AI play and every once in awhile doing what I want it to do. I just don't find that a whole lot of fun.
Now, of course many like this "lack of control" and call it realism. For game simulation purposes I do not. After playing board wargames for 25+ years, it's very hard to let go of old "established" habits. I will always prefer to have full control. I looked to the computer for a fair to decent opponent when I couldn't find a friend to play face to face, of course over the years, everyone has pretty much disappeared and the computer AI or PBEM has become my best friend. But, that doesn't change my "established" habits of enjoying the full control of a board game in a computer wargame.
With the many complaints and gripes of the AI's of today, I still don't understand designers and programmers giving even "more" control to the AI. That just doesn't make sense.
Also, don't get me totally on the opposite side of the fense here. There are times I enjoy a WEGO game. Combat Mission is still one of my favorite "guessing games" of squad level warfare. It's just not at the top of my list of favorite ways to play a wargame. ;) My nephew enjoys it though. heh But, he's locked into the graphics of it and not so much that he has not a lot of strategy control of it. So, if you're making this for the mainstream, youngters of today types, it will probably go over pretty well. ;)