[Discuss] experimental delayed scouts code
Anthony Cerqueira
zol.tanzet at gmail.com
Thu Feb 22 02:20:47 CET 2007
On 2/21/07, Tom <tom at lemuria.org> wrote:
> On testing, scout reports are being tested as delivered delayed, i.e.
> not immediately when you send out the scout, but on the turn following.
>
> Purpose: To eliminate the powergaming "scout on the beginning/end of the
> turn" nonsense. Also makes things more realistic and information more
> valuable.
>
>
> During the initial testing phase, scout reports will be delivered
> _both_, immediately and delayed. Once I know that the delay code works,
> the immediate delivery will be removed and only the delay will remain.
>
>
> Then you can flame me about how this totally destroys the entire game. :-)
-passes over some matches- Here in case you want more burning, because
I'll pass.
>From the sounds of it this will encourage forward scouts and thus
also, pickets. My only two suggestions are that you make scouting
'free' in terms of hours to off set the added delay, and so that it's
actually possible to stop scout teams make it so if you're defeated in
combat you can't see the region military details (too busy hiding).
I guess we'll start to see some scout cores popping up soon, and that
should in turn lead to increased small scale fighting, simply because
the scouts and pickets will be going at it. Hmmmmmm you know this
whole thing is starting to get more and more stratigic at this
rate......
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