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Forum: Mason Dixon Tavern Topic: Action point system? |
Richard |
Posted: Mon Jul 18, 2005 1:44 am
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Replies: 25 Views: 20584
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Since there's already a replay button to see the opponent's turn, maybe this could be developed into a "We-Plot, We-Go" simultaneous movement system? However, this is a completely different issue to having an Action Point System. Ideally, I'd eventually like to see a "We-Plot, We-Go" system that als... |
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Forum: Mason Dixon Tavern Topic: Medal of Honor!! |
Richard |
Posted: Sun Jul 17, 2005 2:35 am
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Replies: 20 Views: 18234
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Congratulations to a worthy opponent!
Col. Rich White
3 Brig. Phantom Cav Div
III Corps ANV |
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Forum: Mason Dixon Tavern Topic: Action point system? |
Richard |
Posted: Sat Jul 16, 2005 4:53 am
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Replies: 25 Views: 20584
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Pierre D., Good idea about using action points for cavalry recon - not sure if this is likely to be included in the game engine because it's not present (as far as I know) in the WW2 engine. However, I've heard that the concept of cavalry recon (as a separate feature derived from deploying skirmishe... |
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Forum: Mason Dixon Tavern Topic: Action point system? |
Richard |
Posted: Fri Jul 15, 2005 11:55 am
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Replies: 25 Views: 20584
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Al, Regarding rearguard actions, you might find it interesting to read Oman's account of the Combat of Marciano 1553, where Piero Strozzi's Franco-Sienese army of some 12,000 men attempted to retreat from an approximately equal sized Imperialist force, both armies being comparatively weak in cavalry... |
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Forum: Mason Dixon Tavern Topic: Action point system? |
Richard |
Posted: Fri Jul 15, 2005 4:19 am
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Replies: 25 Views: 20584
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I was thinking in terms of HPS carrying over the existing action point system directly from the later series - so, yes, a unit could certainly fire and then retreat. With sufficient movement allowance (say in open terrain), it would be able to advance a hex or two, fire and then retreat again. But I... |
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Forum: Mason Dixon Tavern Topic: Action point system? |
Richard |
Posted: Fri Jul 15, 2005 12:00 am
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Replies: 25 Views: 20584
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I particularly like the flexible action point system of the WW2/Modern series and wonder whether it would be useful to see this carried over into the earlier series. There are clearly a number of problems with the current system, for instance: 1./ Surely if a unit doesn't move, or only uses up a par... |
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Forum: Mason Dixon Tavern Topic: Skirmishers |
Richard |
Posted: Sun Jul 10, 2005 10:47 pm
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Replies: 15 Views: 14312
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Al, I'm not sure I'd agree with you that including Nappy style skirmishers would "disrupt gameplay" - in fact I suspect it would greatly improve gameplay in a variety of ways. For instance, a skirmisher screen would help to slow down an advancing enemy and allow time for guns to limber up and retrea... |
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Forum: Mason Dixon Tavern Topic: Skirmishers |
Richard |
Posted: Sun Jul 10, 2005 12:17 am
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Replies: 15 Views: 14312
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It would certainly be extremely useful if there could be proper Nappy style detachable skirmishers for the ACW engine - how many units could deploy skirmishers and whether they could deploy just a single skirmisher sub-unit or break down completely like light infantry would depend on the scenario. B... |
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Forum: Mason Dixon Tavern Topic: The One Change |
Richard |
Posted: Sat Jul 02, 2005 2:44 am
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Replies: 19 Views: 17915
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- <i>"the purely mechanical problems of such a system. Like how to replay the battle?"</i> (<i>BG. Kennon Whitehead </i>) ................... I don't think this need be a problem. The game engine could combine the two players' pre-plotted moves and then process this in a series of sub-phases. Then, ... |
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Forum: Mason Dixon Tavern Topic: The One Change |
Richard |
Posted: Fri Jul 01, 2005 5:41 am
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Replies: 19 Views: 17915
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Unfortunately, I suspect that a pre-plotted simultaneous movement system would probably require a completely new engine, so it would be rather more than just "One little Change". For such a system to work, players would almost certainly need to be able to pre-assign certain orders on a unit by unit ... |
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Forum: Mason Dixon Tavern Topic: The One Change |
Richard |
Posted: Wed Jun 29, 2005 9:15 pm
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Replies: 19 Views: 17915
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As has already been pointed out, pinning would certainly be a good feature to help redress the balance between attacker & defender (it works well in <i>Age of Rifles</i>) <b>Automatic</b> "frantic" defensive fire immediately prior to resolving melees would also be worthwhile (again in AoR) A new def... |
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Forum: Mason Dixon Tavern Topic: Infantry Melee Calvary |
Richard |
Posted: Mon Jun 27, 2005 10:16 am
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Replies: 18 Views: 16208
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There certainly are too many melees. For a solution, how about: 1./ Alter the map scale, so that 1 hex = 50yds not 100yds. This will automatically double ranges and reduce max stacking by 3/4 from 1000 down to 250 (since each 100yd hex becomes four 50yd hexes), both of which will work against player... |
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Forum: Mason Dixon Tavern Topic: Disruption Revisited? |
Richard |
Posted: Mon Jun 20, 2005 4:45 am
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Replies: 2 Views: 3613
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While fatigue for forced marching would certainly be a useful addition to the game engine - especially with the large maps that we now have - the treatment of fatigue has always been more sophisticated (even in the BG games) than the way that disruption is handled. The straightforward and rather sim... |
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Forum: Mason Dixon Tavern Topic: Campaign and Battles you want |
Richard |
Posted: Mon Jun 20, 2005 12:58 am
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Replies: 12 Views: 11990
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Personally, I'd rather see something a bit different covered in the near future - the various European conflicts from the same era as the ACW. I'm not saying I don't enjoy the various ACW titles and wouldn't welcome more of them, but I would very much like to see a new series of HPS titles that'll c... |
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Forum: Mason Dixon Tavern Topic: Game balance |
Richard |
Posted: Sun Jun 19, 2005 9:32 am
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Replies: 6 Views: 6516
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I rarely - if ever - find the HPS engine favouring the defender in the way you describe, although historically the attacker ought to be prepared to accept significant losses, especially when assaulting a position defended by artillery.
Col. Rich White
3 Brig. Phantom Cav Div
III Corps ANV |
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