A couple of solutions
Posted: Tue Mar 01, 2016 9:26 pm
hey guys...
As many know, I have been a bit critical of things in the NSD games. Well its time to offer solutions.
Here are two suggestions for what I call "Full Swing decisions". These may apply to waterloo also.
Full swing decisions are decisions made with good intention that went from wrong to wrong.
1. Couriers - Originally, couriers travelled by roads, now they have been changed to travel overland. This is a classic cases of a full swing decision. Both are correct, and both are wrong. In small games it makes no sense to have couriers move by roads, and in large games overland often take couriers through enemy lines and take too long to reach the receiver. Couriers WOULD travel by roads. Technically both are correct.
Solution - Put a toggle in the message system "Courier to travel by road yes or no". The sender gets a choice. Best of both worlds.
2. Zones of Control - Another full swing decision that was obviously needed that is incredibly frustrating. To watch a regiment march a half mile around your force to go 50 feet is very frustrating.
It is not only frustrating, but if not caught, it could be a game changer.
Solution - Allow passage of a unit within the same division or brigade. That way units may freely move within the structure of the organized parent unit (controlled by the player). But, no outside unit passes through, as intended.
These are just two. Are there more?
As many know, I have been a bit critical of things in the NSD games. Well its time to offer solutions.
Here are two suggestions for what I call "Full Swing decisions". These may apply to waterloo also.
Full swing decisions are decisions made with good intention that went from wrong to wrong.
1. Couriers - Originally, couriers travelled by roads, now they have been changed to travel overland. This is a classic cases of a full swing decision. Both are correct, and both are wrong. In small games it makes no sense to have couriers move by roads, and in large games overland often take couriers through enemy lines and take too long to reach the receiver. Couriers WOULD travel by roads. Technically both are correct.
Solution - Put a toggle in the message system "Courier to travel by road yes or no". The sender gets a choice. Best of both worlds.
2. Zones of Control - Another full swing decision that was obviously needed that is incredibly frustrating. To watch a regiment march a half mile around your force to go 50 feet is very frustrating.
It is not only frustrating, but if not caught, it could be a game changer.
Solution - Allow passage of a unit within the same division or brigade. That way units may freely move within the structure of the organized parent unit (controlled by the player). But, no outside unit passes through, as intended.
These are just two. Are there more?