[Discuss] delayed scouts active
Philippe Veillette
veilphil at interlinx.qc.ca
Thu Mar 1 04:45:35 CET 2007
Tom Vogt wrote:
> Philippe Veillette schrieb:
>
>> I haven't read the whole thread yet. But for seeing it in action for
>> 2 turns, I can only say that the way it's currently done it add
>> nothing to the game.
>
>
> Then we'll tweak it.
>
> What's the purpose: The real-time scouting gives advantages to people
> who can log in multiple times. If you can scout only once, you get a
> snapshot, and have to decide based on that. If you can scout every hour
> or two, you see what the enemy is doing and can base your decision on
> much more information. You can see his army moving out one by one, you
> can see the status changes. You can decide based on that right before
> the turn whether or not it's a misdirection and react accordingly.
>
> With delayed scouts, you get information at the turn. It's one turn old,
> but it's the only thing you have. You act based on that, and the people
> in your army have all turn to set their movements, line settings,
> whatever. There's no advantage in waiting for a few hours. Thus there is
> no incentive to order people to log in late, or log in again, or
> anything else of that kind.
>
> If it fails to realize that goal, we can improve it until it does.
>
Well, I do see what you try to do and got some option. But as long as
scout report stay reported at the turn (even with accurate to the turn
data) it still require someone to be there to give the proper order.
With that, you can no longer have general that log only one or twice a
turn. Anticipate the ennemy move and then give proper order to be
executed at the turn. That works. But with the scouting delayed issue,
that will no longer be possible and it's pretty sad. As I will not want
to play a game that force me to be in at a specific time, especially
when I am sleeping.
As for the improvement. Give the uptodate scout report of the region
when the scout is received at the turn. (But it remove misdirection
need completly). Make the message "ennemy comming from region x moving
to region y" work better (report 2 regions connecting themself at the
very minimum) and make it "real-time" so that when a certain ammount of
an army is moving, the people of the surrounding region see the message.
After all, 1000 mens walking will make noise, raise sand, do quite a
few things that are easily noticable.
Real time scouting might give an advantage but for that the people NEED
to log after the new order is given. Which I know that quite a few
people will miss if it's comming too late.
Then, I just tough about it, if the problem is about the number of time
someone can log in. Then why not just limit it???
Let's say that each character can log in 3 times per turn. Or if we
want to give some flexibility, he have a pool of max 5 login but he only
gain 2-3 per turn.
That would put people on a much more similar playing field level then
the current delayed report.
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