Mike Bowen Wrote:1 Helicopters I know its boring but I am playing NGP with a view to southern front arriving on my door mat Royal Mail permitting at the weekend (pure speculation on my part) ..(SNIP)..
Helicopters represent - more-so than any other unit - the largest abstraction in the game. When you consider a machine that flies at speeds of 150 mph or more, stays in the air for perhaps, at most, two hours at a time, and carries some heavy firepower, it can be a recipe for trouble when trying to represent them properly in a game where a single turn is three hours during the day.
For now - all I will say is given the abstraction as long as a command radius is small enough to restrict the us, then it doesn't matter what the value is, as long as it is short to keep the machnes from operating more than a turns move away from the HQ
Quote:2 Would it be useful to have the ability to have the command range and the movement range highlighted at the same time or indeed ant two shadings. Some other games can do this and it would help with helo movement setting artillery up in range etc. If one range was an outline and the other shaded that might work.
Not sure I see the merit in this. Keep in mnd the HQ range is a 50% level and not a IN RANGE or OUT of range limit so close is OK. It is just a generalization.
Quote:3 I am not sure this exists or not but when setting up wired hexes can you see what ones have been set up already and if not could it be done so you can.
You can only make a MINE hex in the game - not Wire. Wire is an editor feature.
Quote:4 Could the modifier that applies to bridging by battalions apply to mineclearance and could that become odds based please. I find it odd that size does not matter I had a 2 man company of Australians clearing mines whilst at 250 plus fatigue for days at El Alamein behind the lines of course but they were still very useful and I would suggest shows that something ought to be done.
This won't happen I am afraid - it impacts or would impact many previous games where Mines are prevalent.
Quote:5 Could the strength of units passing through a hex be tallied and then have a MP penalty applied. Its difficult to explain but say you have a Div stacked on a road max stacking. Then there is a wood the road passes through and then a bit of clear the otherside. What you do is unstack and move and restack the otherside. What happens in real life is the lead unit goes as far as it can in the given period of time or it may stop but the last one to move is not going to make it because the rest took longer to cross therough the wood in T mode. That is not my best attempt at explaining the point but I think you can see what I mean.
This does not sound to me to be something that would be easy to do.
Quote:6 Scenario descriptions could there be an alternative description ..... I suspect its a lot of work for not much benefit any one agree disagree etc?
I agree that it could be a lot of work andnot much benefit.
I have had a hand n a lot of these overvews and sometimes I find it hard to find what to say let alone have or write alternative overviews and still get the right Alt Overview with the right Scn ect.
Quote:7 Strategy options some one else mentioned this and I am sorry I forget who but it seems wrong that you can delay your para drop or whatever. Is there a way that if the reinforcements that arrive are not placed they are lost? In return you should have the ability to delay the choosing of the option.
There is merit in this idea when you consider Para - but I am not sure it would have a lot of impact on the series as a whole. Further more the SO code would have to be completely overhauled to accomodate it. You see in MC I know the Operation often doesn't come RIGHT after you pick it in the Strategy selection. Once picked the units move to the reinforcements menu
Hope the RM is able to deliever something that meets some of your expectations.
Glenn