Restricted Command Movement (Full Version)

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pad152 -> Restricted Command Movement (4/26/2009 9:08:17 PM)

Is there sea movement of restricted command units to another base under the same command in AE?




jwilkerson -> RE: Restricted Command Movement (4/26/2009 10:25:03 PM)

Negatif.

If you can't pay PP - then you can do it with air transport - but not with sea movement.





Yamato hugger -> RE: Restricted Command Movement (4/26/2009 10:55:26 PM)

It was looked at every way from sunday to find a way to make it work without the players being able to abuse it, but there always was, so it was decided (I dont think anyone was against it actually) to leave it out.




pad152 -> RE: Restricted Command Movement (4/27/2009 1:04:57 AM)

Air movement is almost useless because most of equipment can't be moved by air. I always try to bring troops back to Java for the last stand of Dutch forces. Sounds like this is not possible with AE. [:(]

Sea Movement - Restricted Movement

1. Require setting the destination first before loading troops on ships.
2. When loading troops, if they belong to a restricted command then check the destination first to make sure it's under the same restricted command, if not don't load.
3. If the TF docks at a port that is not part of the restricred command then don't unload.
4. If troops belonging to a restricted command don't unload within 30 days or some how end up somewhere else they disband.




Don Bowen -> RE: Restricted Command Movement (4/27/2009 1:42:23 AM)


quote:

ORIGINAL: pad152

Air movement is almost useless because most of equipment can't be moved by air. I always try to bring troops back to Java for the last stand of Dutch forces. Sounds like this is not possible with AE. [:(]

Sea Movement - Restricted Movement

1. Require setting the destination first before loading troops on ships.
2. When loading troops, if they belong to a restricted command then check the destination first to make sure it's under the same restricted command, if not don't load.
3. If the TF docks at a port that is not part of the restricred command then don't unload.
4. If troops belonging to a restricted command don't unload within 30 days or some how end up somewhere else they disband.



Very close to our last proposal, but we had a number of problems. Mainly in the ability of players to find cheats with the various controls. In the end, we were not able to come up with an acceptable process.

Just between you, me, and whoever else reads this thread - I am in favor of something very similar to what you wrote. Only using a mixture of evaporation if the unit is kept at sea and a "mutiny" rule that would destroy the unit, damage or sink the ship, and possibly damage other units and facilities in an "improper" unload location.

But the problem has more twists and turns than a politicians speach. Every time we solved one cheat, another popped up. It's not in there, but not because we did not try.

Examples: a player can unload at a non-base hex, which has no HQ. Or a small base somewhere could be changed to the restricted HQ, the troops unloaded and then marched out.

It would be a lot easier if you'all would just play fair.








pad152 -> RE: Restricted Command Movement (4/27/2009 6:56:07 AM)

I didn't know you could even change a base to a restricted HQ, never thought of that one!

To me pulling troops back to Java for a final stand isn't gamey or unfair just good strategy.






Oldguard1970 -> RE: Restricted Command Movement (4/27/2009 7:48:00 PM)

Restricted commands make it harder for players to do whatever they want, just as commanders were unable to do whatever they might have wanted.  It is true that restricted commands inhibit the players' abilities to do things that a real commander might have done, but PPs give the players some level of control.  It is not a bad balance.

Besides, I suspect we players enjoy far more flexibility than the actual commanders ever had. 




pad152 -> RE: Restricted Command Movement (4/27/2009 8:45:34 PM)

The issue is PP's no longer give you control, my understanding in AE you can't use PP's on units under Restricted Commands in AE, this along with no sea movement within a restricted command just ties the player hands.  What's the point of a game if the player doesn't have control? Might as well start the game with the resource area already in Japanese control, run an AI vs AI game.[8|]

Yes, moving units out of a restricted command is gamey but, the player should have a method of moving units (land, air, sea) within a restricted command or go back to the WITP method using PP's.

Don't allow bases to be changed to a restricted command other than by capture and once there are no longer any bases under a specific restricted command, then have all units under that command disband, this would eliminate a player trying to save units or try using them elsewhere.











Yamato hugger -> RE: Restricted Command Movement (4/27/2009 9:13:44 PM)


quote:

ORIGINAL: pad152

I didn't know you could even change a base to a restricted HQ, never thought of that one!

To me pulling troops back to Java for a final stand isn't gamey or unfair just good strategy.



Thats why Im a tester and you arent [:'(]

Seriously, we really tried to come up with something, just too creative of a testing team [:D]




treespider -> RE: Restricted Command Movement (4/28/2009 4:03:18 AM)


quote:

ORIGINAL: pad152

The issue is PP's no longer give you control, my understanding in AE you can't use PP's on units under Restricted Commands in AE,


Incorrect...only some units are permanently restricted. Others are "partially" restricted meaning they can be bought. I move around all sorts of Dutch units...




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