(10-16-2011, 02:35 AM)Dog Soldier Wrote: Artillery dialog problem
I think what I have been running into is not an issue of "support available" but an issue related to time between PBEM turns. This is an artificial constraint and should not be part of the simulation.
If a day or so goes by between turns in an SB game, I have lost track of which batteries were called. There is no notice about that. Thus the need to open the dialog and take a look. (Fhil, the digital officer would have this in a notebook or his digital head.) The alternative is, for me the player, to keep hand written records. That is a bit ridiculous since this is not a cardboard table game. I feel there should not be a penalty in game terms for the player to check a game status dialog. If I executed an order, like calling a battery or using an available mission, then yes, Fhil's interpretation of the game effect is very reasonable.
I check the artillery dialog to see if there is a battery with fire missions that needs me to call it because I used a mission in a previous turn. Since a lot more than five minutes have elapsed, in real life, I can not keep track of which batteries need to be called again to make the "support available" for future turn.
BTW, I have also noticed that this "radio check" which causes MP loses sometimes brings enemy defensive fire on the radio officer's position. Must be awfully quiet on the digital battlefield for the enemy to hear the guy squawking on the radio a dozen or more hexes away.
Maybe my digital officers are standing up and stomping their feet in frustration at their unknown memory loss (it was only five minutes ago!) while yelling with a megaphone into the mike. LOL!
Shoot me!
Dog Soldier
Hear hear, well put.
The movement point loss should be for calling or firing. Never looking.
Hadn't noticed the op fire effect though.
Dog I applaud your observation skills. Very impressive.