YES. And this UI problem becomes solved by changing the movement rules?! (introducing other problems)At first I liked it, because it DOES add some tactical depth. The problem is that constantly clicking "skip turn" gets tedious fast.
And yet, were your change to be made, how many players would bemoan loss of the ability to passively block enemy missionary movement with their own units?
Fair point, but I don't think military units should be able to block missionaries. It's a silly gameplay mechanic that rewards the creation of unit "blockades" that looks and feels ridiculous -- lining up an army to block one missionary preacher -- and is also not fun. Perhaps during wartime the missionaries' effectiveness could be reduced, or their combat power weakened, but the point is that a religion layer reflects a separate game beneath the game.
It was another poster who said movement should be slow. Find on your browser would have gotten you the post in question fast enough. But I didn't link because my post wasn't a reply to them. I just wanted to frame the question, how do we consider what movement "should" beI'm clueless, whether you mean something I wrote.
Fair point, but I don't think military units should be able to block missionaries. It's a silly gameplay mechanic that rewards the creation of unit "blockades" that looks and feels ridiculous -- lining up an army to block one missionary preacher -- and is also not fun. Perhaps during wartime the missionaries' effectiveness could be reduced, or their combat power weakened, but the point is that a religion layer reflects a separate game beneath the game.
Indeed, that's the entire problem right there. I think wartime should prevent movement certainly. Alternately, the policy card implementation could have one which blocks movement of missionaries not of your state religion, or allow military units not at war to prevent missionary occupancy of a tile. I personally relish the quashing of missionary armies with state armies, as I think it's a good mechanic which goes well with roleplaying.
Shift-clicking movement to surrender unused movement points would possibly be a UI solution. The problem I predict is that there's many different ways we use movement and in practice the player will have stopped thinking about shift-click right before the next moment they should have used it. Shortcuts that aren't used all the time just get perpetually forgotten, and don't save time. The problem with almost every shortcut in gesture and touch UIs…
???? No, the way I've written this implies that I might spend 10 turns with my units doing nothing, or only moving calvary, or only moving units near a city, and then next time I go to move a melee unit out in the wild, forget to hit shift to signal I will waste a movement point, and thus lose a few seconds, indicating that this UI solution is imperfect.If you and others want it as badly as you make out, you won't forget it!
The way you've written this suggests that you won't use it all the time though...despite preferring the game impose it on all of us by switching out the current system for it! I find that quite...hypocritical.
???? No, the way I've written this implies that I might spend 10 turns with my units doing nothing, or only moving calvary, or only moving units near a city, and then next time I go to move a melee unit out in the wild, forget to hit shift to signal I will waste a movement point, and thus lose a few seconds, indicating that this UI solution is imperfect.
I don't think there is any perfect or even adequate UI solution to "units who still have stuff you want them to do but are not using all of their turn." If the UI solution is a keyboard shortcut, it will be forgotten whenever a few miraculous turns happen where my units have stuff I want them to do and I actually use ALL their movement, like some kind of I don't know player controlling their units and being allowed by the map to just say what they want them to do, WEIRD. It's a garbage system. I wasn't being hypocritical I was being nice
Shift-clicking movement to surrender unused movement points would possibly be a UI solution. The problem I predict is that there's many different ways we use movement and in practice the player will have stopped thinking about shift-click right before the next moment they should have used it. Shortcuts that aren't used all the time just get perpetually forgotten, and don't save time.
Agree 100%. But the commander is responsible for that! He has to achieve this with the valid MPs.Anyway melee units shouldn't stop in front of a hill and picnic
Yeah the second thing is what I keep recommending. It is fine with me, allows attacking into hills/rivers with 1mp and doesn't give or steal MPs from any units.Carry over 'unused movement points' to the next turn and use then is fine for me. (Even carry over 'deficit movement points' to the next turn and move then less?)
To reply to one from another poster yesterday, not being able to attack into hills/rivers and thus allowing your unit to escape while almost surrounded, indeed sounds like a fun time, and a totally bonkers, sad, stupid design for any video game's "stabby guy who wants to stab the enemy and is right by the enemy and sees the enemy but can't do it"
I'm still undecided with a negative carry over ... it "feels" wrong. There is nothing like a negative content in the tank ... but, hey, who knows? Some years ago I thought too, negative interest rates are nonsense.Yeah the second thing is what I keep recommending. It is fine with me, allows attacking into hills/rivers with 1mp and doesn't give or steal MPs from any units.
Yes yours I think.I guess you're referring to my post where I got a unit out from what looked to be an impossible situation.
Maybe I'm guilty of doing something here that I have criticized others for, which is enjoying a tactical aspect being added to a strategic game.
Yes yours I think.
It's not that I would blanket assert that movement rules which spice up chase tactics are bad for multi-unit battle tactics, but when I think of what makes your example scenario fun, I think of Legend of Zelda. Where enemies just zip by you but have no will to attack, only by accident. Here the terrain limitations act as random gates for melee attack. It's Russian roulette on a hex grid so it's obviously very fun. But then try playing out a huge battle in the same system and in SP it feels like a comedy scene, but I should play MP to get a better view
Anyway, if there's a realism argument for not attacking a fleeing enemy in jungle, it should just imply an attack strength penalty (an additional one if attacking at 1mp), as someone already mentioned I think - but then ranged should get strength penalties too. Imagined limitations for melee should scale to the capabilities of range. An often 1 tile attack for the former footprint vs often 3 for the latter is bad imo
You can get this now w/ the 'Quo's Rocketboots' mod.I like it but all units need to get +1 movement.