RE: Needs improvement - reformation of HQ units
Okay, thanks Michael. Your thoughts make a lot of sense, and if there isn't an issue with them just magically appearing as this thread seemed to imply, then a change to existing behaviour would potentially make sense. I think the HQs regenerating with subordinate units was based on them providing HQ elements to help man the HQ, or maybe a rallying point for survivors, which makes sense in some cases, but having an HQ reform at a parent HQ or the highest (I like the parent HQ myself) also makes sense, implying the unit is reformed from rear area elements.
OJW, if you are really seeing enemy HQs popping up in your rear, by themselves, that needs passed along by your opponent if possible as it shouldn't happen and in tests I ran, as I stated, it won't happen either - so if it is there is something specific about it causing that to happen which needs tracked down. Again, I ran a couple of tests and did NOT have any HQs come back if all their subordinate units were destroyed - that was over a 20 turn test that I ran a few times, of course a 144 turns could potentially be different although that is unlikely.
Liquid Sky, agreed unless the vast bulk of units are pocketed, I think the mass extinction of the high level HQs is more a player use issue normally, but sometimes they get trapped and there is nothing to do about it then - as opposed to using them to help plug weak spots in the line.
Rick
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