05-01-2007, 04:33 PM,
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Glenn Saunders
HPS Design & Playtest Coordinator
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Posts: 1,258
Joined: Feb 2006
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RE:��Engineers, Bridges and Suicde....illogical
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05-02-2007, 03:13 AM,
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Volcano Man
Courage Conquers
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Posts: 1,748
Joined: Jan 2001
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RE: Engineers, Bridges and Suicde....illogical
Why is everyone getting so hysterical about this? It has been this way for eight years. Sure some sort of well thought out change would be nice but I don't think this is a huge problem. I guess we always need a witch to hunt eh? :)
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05-02-2007, 04:04 AM,
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Sgt Barker
Master Sergeant
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Posts: 168
Joined: Feb 2007
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RE: Engineers, Bridges and Suicde....illogical
It's one of those weird psychic things. This *just* happened to me a couple of days ago in an S42 game. Up till now I'd never noticed that "Has Bridge" = "Never Retreat!" Apparently it's going around the PzC community right now.
Anyway, as a long time programmer & DBA I sympathize with Glenn, et. al. At the end of the day resources are finite - structures and processing are limited. No structure is infinitely flexible, so something like "but all you'd have to add is a flag!" is often easy to say while physically being impossible to do well.
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05-02-2007, 04:44 AM,
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RE:��Engineers, Bridges and Suicde....illogical
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05-02-2007, 08:50 AM,
(This post was last modified: 05-02-2007, 08:53 AM by Elxaime.)
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Elxaime
2nd Lieutenant
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Posts: 329
Joined: Mar 2006
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RE: Engineers, Bridges and Suicde....illogical
*deleted*
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05-02-2007, 09:14 AM,
(This post was last modified: 05-02-2007, 09:17 AM by von Waldenburg.)
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RE: Engineers, Bridges and Suicde....illogical
I dont know if that needs a change or not although I think that I'm so used to how it works that I would not change it even only for that reason. The way it works forces the bridging player to make sure that he is gonna have at least local superiority in the area where the bridge is intended to be built. That's the logic I try to apply and it works for me. Another helpful thing is to build bridges only in river bends where the oposite bank is adjacent only in 1 hex. This helps protecting the bridging proccess and the engineer unit and also the backdoor of the eventual bridghead...
And of course variety of thinking is essential in a productive debate... :)
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05-02-2007, 10:04 AM,
(This post was last modified: 05-02-2007, 12:04 PM by Glenn Saunders.)
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Glenn Saunders
HPS Design & Playtest Coordinator
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Posts: 1,258
Joined: Feb 2006
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RE: ��Engineers, Bridges and Suicde....illogical
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05-02-2007, 10:56 AM,
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RE: Engineers, Bridges and Suicde....illogical
Thank you for your attention to this problem Glenn.
Hiroo
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05-02-2007, 12:17 PM,
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Glenn Saunders
HPS Design & Playtest Coordinator
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Posts: 1,258
Joined: Feb 2006
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RE:��Engineers, Bridges and Suicde....illogical
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05-02-2007, 01:01 PM,
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Jazman
First Sergeant
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Posts: 207
Joined: Jul 2005
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RE: Engineers, Bridges and Suicde....illogical
This would probably entail too much work...but have bridge units, representing the hardware. Basically, a mobile bridge, something like the supply units. You need one for the engineer to build the bridge, at which time the engineer is free to roam. But you need an engineer to tear down the bridge, at which time both are free to roam. The bridge unit itself is not men...maybe some vehicles? Bridge hardware I'd think could be destroyed on the road.
Just some brainstorming. It might be too much detail for this level of game.
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