how do you handle armies joining up / travelling separately? Not actually an issue in the current version given the army limits can you set armies to defend areas, if so how? (drawing an area on the map? would the order remain in place until cancelled?) related question, should armies be able to retreat from an unexpected fight and if so can you choose the direction of withdrawal? ![]() ![]() I'd say you give options including location and allow garrisons to sally out for field battles, possibly with several garrisons joining up if a suitable position is chosen if an enemy army moves into a zone of control do you pop up a dialogue box giving the option to intercept or make it automatic? Do you allow either side to choose the location of the battle on the campaign map or do an arbitrary position? There would need to be some thought put into some areas that are either tricky or give opportunities such as: ![]() If, like in the game Diplomacy, you issue orders on your turn and then the orders for all factions execute at the same time then that would, I think, present some interesting opportunities. I'd previously wondered about a realtime map but having tried the demo for whichever paradox game it was I think that turnbased feels a bit simpler/more strategic and also differentiates it from Paradox. It's somewhat getting ahead of myself (I was wondering, before getting hold of R2TW about changes that I'd like to see by the time M3TW comes out - so it can be 'different' from M2TW without making me just miss M2TW) but what do you think about this?Ĭurrently every faction takes their moves in turns and there are some fairly odd effects as a result, such as armies being able to slip past each other and either being unable to move defeated/retreated armies the next turn or having crazy effective movement distances.
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