tootall_2012
King
- Joined
- Feb 11, 2012
- Messages
- 923
As you may have read at the end of post #4 of your “Whither scenario design?” thread, I had the opportunity to test out the artillery bombardment portion of this new feature. As I indicated, I found this approach quite original and innovative.
This could well become a new standard for operational and strategic level scenarios where individual tiles can represent dozens or more miles in width each. The great advantage, as you say, is that it applies to the AI as well as the human player. I certainly recommend to other designers who haven’t tested it yet and who may be interested in this feature to have a look for themselves.
For tactical level scenarios, where each tile can represent a few miles or less, the ‘k’ key feature might still be a more flexible use for ranged munitions that you want to be able to fire beyond one tile. Also the AI ranged munitions feature developed for Battle of Italy might be handy when you want the AI’s artillery to maintain static positions and yet still be able to fire on enemy units in proximity.
Of course the great thing about all of this is that designers are not limited to any one choice and could use any combination of these features within their own scenarios.
This could well become a new standard for operational and strategic level scenarios where individual tiles can represent dozens or more miles in width each. The great advantage, as you say, is that it applies to the AI as well as the human player. I certainly recommend to other designers who haven’t tested it yet and who may be interested in this feature to have a look for themselves.
For tactical level scenarios, where each tile can represent a few miles or less, the ‘k’ key feature might still be a more flexible use for ranged munitions that you want to be able to fire beyond one tile. Also the AI ranged munitions feature developed for Battle of Italy might be handy when you want the AI’s artillery to maintain static positions and yet still be able to fire on enemy units in proximity.
Of course the great thing about all of this is that designers are not limited to any one choice and could use any combination of these features within their own scenarios.
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