During a courier game last night, I had completed moving three regiments to attack an unsupported right flank ("in the air") of the enemy on the slope of Little Round Top, having successfully placed a regiment (supported by artillery) facing the opponent. Another regiment had manuevered into position on the enemy's right flank and the third regiment had successfully manuevered to the rear of the enemy. My commander remained with the regiment in front. In other words, I had isolated one enemy regiment and "covered" it on three sides.
All of this had been accomplished through use of couriers. Once in position, I attempted to send a courier to the rear regiment to advance. During the next minute or so, I lost several couriers who attempted to carry the advance message as they moved straight towards the enemy line! I lost count after 6, but they continued to "pile up" directly in front of the enemy. Now, there were no roads within the confines of the three regiments. The time lost allowed the enemy to reinforce and destroy the coordinated manuever.
This courier behavior, coupled with the current scheme of the first courier always using a road (but not in this case) certainly causes one to reconsider "playing by couriers". During our course of playing by courier over the past few weeks, I have witnessed other players attempt this system with, unfortunately, many departing the game through simple frustrations with the current system and vowing/refusing to play by courier again.
Hopefully, the next "fix" will address and correct this problem(s). I agree with many others that using couriers certainly improves the historical accuracy over the "point-and-click" system (or "immediate gratification" as described by other pundits). However, the inherent problems associated with couriers has caused many MP players to avoid "courier-play" like the plague...and until rectified, will delay the implementation of couriers into the game play.
Thanks for listening...and I still consider this game to be the historical and playable among all CW and other periods of gaming! :cheer:
Couriers on Roads
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Re:Couriers on Roads
Jack Hanger
Fremont, NE[/size]
"Boys, if we have to stand in a straight line as stationary targets for the Yankees to shoot at, this old Texas Brigade is going to run like hell!" J. B. Poley, 4th Texas Infantry, Hood's Texas Brigade
Fremont, NE[/size]
"Boys, if we have to stand in a straight line as stationary targets for the Yankees to shoot at, this old Texas Brigade is going to run like hell!" J. B. Poley, 4th Texas Infantry, Hood's Texas Brigade
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Re:Couriers on Roads
Kerflumoxed:
Pathfinding by the courier is a problem in many cases, no question about it. You must have been within 300yds of that rear regiment. The courier uses direct line in that case. I've not had as an extreme example as you cite, but in that type of case, I would move myself over a bit so the courier would avoid the suicide charge. I am putting together a list of courier issues to address in the next release. Yours is a good example of pathing problems. I will try to recreate it so I can give a saved game to Norb for inspection.
Don't give up on the courier system. It is one of the true gems in this game. But do keep showing examples of needed changes.
Pathfinding by the courier is a problem in many cases, no question about it. You must have been within 300yds of that rear regiment. The courier uses direct line in that case. I've not had as an extreme example as you cite, but in that type of case, I would move myself over a bit so the courier would avoid the suicide charge. I am putting together a list of courier issues to address in the next release. Yours is a good example of pathing problems. I will try to recreate it so I can give a saved game to Norb for inspection.
Don't give up on the courier system. It is one of the true gems in this game. But do keep showing examples of needed changes.
I can make this march and I will make Georgia howl.
Re:Couriers on Roads
Hey, I’m a fan of the courier system, but I do understand that there are others that are having problems with it.
An alternative fix would be something as simple\complicated as implementing a two-point system.
Such-as having the player place two points on the map – and the courier will ride to the first point – and then proceed to the second point – then deliver the message from there.
So, put another way – the courier would ride west – 300 yards – then ride south-west 300 yards – and from that point deliver the message, so that he should safely ride around any for-seen obstacles.
The downside to such a system would be that the player would only be allowed one such route, unless he cancelled this courier route, and set up another one.
Just my thoughts!
davinci
An alternative fix would be something as simple\complicated as implementing a two-point system.
Such-as having the player place two points on the map – and the courier will ride to the first point – and then proceed to the second point – then deliver the message from there.
So, put another way – the courier would ride west – 300 yards – then ride south-west 300 yards – and from that point deliver the message, so that he should safely ride around any for-seen obstacles.
The downside to such a system would be that the player would only be allowed one such route, unless he cancelled this courier route, and set up another one.
Just my thoughts!
davinci
The only true logic is that, there is no true logic!