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Re: Well, too interesting to drop all of the posts in this

From: Indy <kochte@s...>
Date: Wed, 28 Jul 2004 12:57:57 -0400
Subject: Re: Well, too interesting to drop all of the posts in this

Yves Lefebvre wrote:
> 
> At 01:04 PM 2004-07-27 -0700, you wrote:
> >
> >--- Yves Lefebvre <ivanohe@abacom.com> wrote:
> >
> >> I think this might slow down the game for 3 reasons
> >> :
> >>
> >> - You have to remember more stat (as opposed to 1
> >> value that you add 1 or
> >> not depending if it's the front) or take the time to
> >> look it up on your
> >> data sheet.
> >
> >Wow, and looking down to see that "2" or "3" next to
> >your tank's side will take all of what, 5 seconds?  I
> >don't see this as being all that difficult.
> >
> 
> Problem is that when you're planning your move, you may need to check
all
> your opponent vehicule armor value to be sure to be at the right place
when
> you fire. That's means a lot more planning and longer game turns. I'm
not
> sure this will enhance the game experience that much for the
additionnal
> time spent.

I say, play this out, see what it *really* is like, instead of
all of us postulating. :-)  We all have our gut feelings about
how we *think* it'll play (or drag, or whatever), but until we
as a group start sitting down and *playing* it, we won't really
know, will we? :-)

Of course, the trick [at least for me] is to find that time to
sit down and play. :-/

> >> - Might create more argument about the angle of
> >> attack : Since you can
> >> have, let say, front armor 8 and side 3, some degree
> >> (angle) will do a big
> >> difference. Since not all people play with vehicule
> >> bases, determining
> >> precisely which side get hit is problematic and will
> >> be lot more important
> >> than it is now.
> >
> >So establish a clearer more definitive rule for
> >determining angle of attack.
> 
> The movement system is quite abstract (you can change your ending
facing).
> Putting more importance on angle of attack would likely means you need
a
> more complexe movement system.

Again, I'm going to lean towards the 'play it out' camp on this. That
said, Ithink if there is more importance on the angle of attack, you
will see more concerted efforts at getting to the flanks of enemy
units whenever possible. 

Mk

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