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Couriers and "Take Command" Changes (Suggestions)
Posted: Thu Nov 14, 2013 10:01 am
by Fightin Joe
If it hasn't been broached before, I think a couple major change's that need to be done with this great game(along with the command menu) is with couriers and the whole take command function.
If couriers are utilized, a limit on the number you can use would be more realistic. For example, brigade commanders get 8 couriers, division commanders 10, etc. It gets a little goofy when there are dozens of couriers running around in SP and getting mowed down. Also, why are couriers easy to kill and not generals? I've passed right through many an enemy unit with a general and had not so much as a scratch. A courier, on the other hand, remotely passing an enemy unit is immediately killed. If a general and his large staff escort cannot be killed, surely a single courier would not be.
The second gameplay element is the "take command" function. Arn't commanders always taking command? It seems counter intuitive to have the take command function when nearly every player does it right off the bat for every unit anyway (most of the time at least). It seems it add a layer of micromanagement that is not necessary. A streamlined TC concept which also consolidates the attach/detach feature would go a long way.
I think this is a great game, so by no means are these comments a knock on it, but rather some points that can make it better, if they hadnt already been said.
Re: Couriers and "Take Command" Changes (Suggestions)
Posted: Thu Nov 14, 2013 12:45 pm
by RebBugler
The second gameplay element is the "take command" function. Arn't commanders always taking command? It seems counter intuitive to have the take command function when nearly every player does it right off the bat for every unit anyway (most of the time at least). It seems it add a layer of micromanagement that is not necessary. A streamlined TC concept which also consolidates the attach/detach feature would go a long way.
This has always been on my wish list. Thanks for the input, all feedback is useful as the game engine continues to grow.
Re: Couriers and "Take Command" Changes (Suggestions)
Posted: Sun Nov 17, 2013 10:57 pm
by Fightin Joe
How about a set of binoculars when playing in HITS mode? You press a hotkey and up come the binoculars allowing you to see a unit farther away. This would make HITS more bearable for those who don't like having the sighting distance limited.
Re: Couriers and "Take Command" Changes (Suggestions)
Posted: Mon Nov 18, 2013 12:25 am
by Jack ONeill
FJ,
Use the "Z" key. It simulates the "Perspective Lens" aspect of either a telescope or Binos. It has two increments.
Jack B)
Re: Couriers and "Take Command" Changes (Suggestions)
Posted: Mon Nov 18, 2013 12:48 am
by Garnier
The second gameplay element is the "take command" function. Arn't commanders always taking command? It seems counter intuitive to have the take command function when nearly every player does it right off the bat for every unit anyway (most of the time at least). It seems it add a layer of micromanagement that is not necessary. A streamlined TC concept which also consolidates the attach/detach feature would go a long way.
Take Command is just a way of toggling whether the unit should be controlled by the AI as well, or only by the player. It's kind of necessary in this game. Either you always have AI controlling your units, or you never have AI controlling them, or you have a TC button of some kind.
Re: Couriers and "Take Command" Changes (Suggestions)
Posted: Mon Nov 18, 2013 5:28 am
by Fightin Joe
Use the "Z" key. It simulates the "Perspective Lens" aspect of either a telescope or Binos. It has two increments.
Actually, I did try that and it didnt seem helpful. I'll have to fiddle around with it again. I was thinking along the lines of a binoculars view similar to the periscope in "silent hunter", an old submarine game.
Re: Couriers and "Take Command" Changes (Suggestions)
Posted: Mon Nov 18, 2013 5:40 am
by Fightin Joe
I think what I envision by eliminating the take command option is a system where the ai controls all your units, unless you give an individual regiment or brigade orders, in which case it must follow those orders (unless encountering the enemy) until it has reached it's destination, in which case it reverts back to ai control. What's counter-intuitive to me is that you can still give a unit an order without clicking the take command button. But the ai can take over the unit before it has finished the order.
What I advocate is essentially "taking command" of a unit by giving it orders instead of constantly clicking take command on and off. Once the orders are full-filled the unit reverts back to ai control.
Re: Couriers and "Take Command" Changes (Suggestions)
Posted: Mon Nov 18, 2013 6:30 am
by Davinci
I think what I envision by eliminating the take command option is a system where the ai controls all your units.
If this ever happens, I'll probably
quit playing that
newer-game and continue to play the one that is currently on My-System.
The
Take-Command works exactly as designed,
You have total control over any unit that you choose to command.
davinci
Re: Couriers and "Take Command" Changes (Suggestions)
Posted: Tue Nov 19, 2013 2:43 am
by Fightin Joe
DaVinci -
If you read my whole post I mentioned the AI has control over your units UNLESS given direct orders.