I think something like you suggest is possible for a realtime game, for a hex based game i think would be very difficult or even impssible (though would love to see it!)Skanvak wrote:Well there are some wargame tactical combat module that does thatlike dominion 3.
But in antique games, command and control is generally represnt by the concept of group to prevent unit to disperse in unhistorical way. here, the unit are really independant. On the other hand, being able to control unit precisely allow us to mimics romans tactics more exactly (an echelon attacks, hastati first, then princeps). I tend to think that for drilled troops that have a good planning that's not so much absurd, but for more anarchic amry well it is less but who want to play an uncontrollable army?
One solution would be to implement an order system that could be only change with either having leader near, special condition, or by sending a messenger to change the order (ie takes times).
I ti is easy to implement that on tabletop but hard to change rule for computer games.
For example lets say you gave an order for a "brigade" of 3 units of Gallic cavalry to "advance to contact".... How does the program limit you to where those units need to advance to ? Now you might need to declare a "target" ie an enemy formations(s) or even a hex.. But what if the enemy moves or scatters?
Also, when its your turn how does the game display the hexes where your brigade can move too? a cone? What if you dont want to move your units, should the game force you to move them forward (without the command conveyed by courier to stop advancing)?
I dont think i have even scracthed the surface of odd things that could occur..