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Variable visibility
08-03-2008, 09:05 AM, (This post was last modified: 08-03-2008, 09:06 AM by Von Earlmann.)
#1
Variable visibility
My experience with changing visibility is as follows:

German turn 1 vis = 8......Russian turn 1 vis=8..........after turn ends vis changes to say 5..........German turn 2 vis=8..........Russian turn 2 vis now changes to=5 or what ever..........bit of an advantage for one side wouldn't you agree?

It appears that after a turn ends the vis won't change until after the next replay.......hence vis changes in the middle of a turn.....so, for variable visibility to work fairly it must change before the second part of a turn ends.

VE
"The secret to success is not just doing the things you enjoy but rather enjoying everything that you do."
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08-03-2008, 09:12 AM,
#2
RE: Variable visibility
Yup......i've had that as well. :conf:
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08-03-2008, 11:01 AM,
#3
RE: Variable visibility
The more I deal with this the less I like it....it doesn't need to be made optional.............it needs to be gone........not trying to be critical......just factual.

Earl
"The secret to success is not just doing the things you enjoy but rather enjoying everything that you do."
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08-03-2008, 10:41 PM,
#4
RE: Variable visibility
Earl, I have been saying that since I first experienced it.
It changes many scenarios.

I think the quick fix was to have the change only be one hex per turn? But, you are correct and the effects are devastating when you engage in close combat where your opponent gets to shoot at you then disappears when your turn pops up.
Kinda like a boost to shoot and scoot? It is realism I can do without. ;)
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08-03-2008, 11:33 PM,
#5
RE: Variable visibility
Considering that actions from both players in one turn are supposed to be pseudo-simultaneous, at a minimum the visibility should only change at the end of a turn, not between the first and second side's turn.
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08-04-2008, 04:22 AM,
#6
RE: Variable visibility
Mike, I do not think that 250 meters should darken in six minutes. ;)
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08-04-2008, 05:01 AM, (This post was last modified: 08-04-2008, 05:10 AM by Huib Versloot.)
#7
RE: Variable visibility
Silkster53 Wrote:Mike, I do not think that 250 meters should darken in six minutes. ;)
No it can't, only the designer knows what sort of visibility was present at given times.
Visibility can change within a scenario, if let's say turn 1-5 is roughly from 11:00 to 12:00 and turn 6-10 is from 16:00-17:00 hours and there is a (designer controlled) visibility change after turn 5.
However random changes every turn make no sense and Earl and Mike are right that it should not occur inside the same turn. That fact alone makes the rule flawed and arcade like and not a good addition to smoke/FoW representation.
I think most PBEM players will just uncheck the option and there is no problem anymore.
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08-04-2008, 06:37 AM,
#8
RE: Variable visibility
Like I write before, variable visibility should be set by scenario designer not randomly. Or if it must be random then change one hex per 10 turns not less.
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08-04-2008, 09:16 AM,
#9
RE: Variable visibility
Huib Wrote:there is a (designer controlled) visibility change after turn 5.

Huib,
How can the designer change visibility during the scenario? Can it be written in or does it have to be done by the players during play?

Earl
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08-04-2008, 11:23 AM,
#10
RE: Variable visibility
Earl variable visibility will be an optional rule in the next patch/update
War is the remedy that our enemies have chosen, and I say let us give them all they want.William Tecumseh Sherman
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