Asynchronous combat

A place to discuss the upcoming hex-based Civil War simulation from Shenandoah Studio
Post Reply
Tim James
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 3
Joined: Fri Jan 25, 2013 5:16 am

Asynchronous combat

Post by Tim James »

It's nice to hear about combat in the second developer diary.
How long would it take to resolve this battle on the iPad?

Well, the attacker had three decisions to make: to press the attack at the start, to advance after combat the first round, and to advance after the second round. So all in all, I would say twenty seconds, with most of that being his decision making and watching the cool animations of combat being resolved.
But the real question is whether any of this can be interrupted, which would really slow down asynchronous games. I assume the attacker will be able to do all these things at once before sending off the turn. Just checking. Bulge was the limit of how much passing back and forth I want to do in iOS async.
cinc
Posts: 8
Joined: Sun Nov 25, 2012 3:30 am

Re: Asynchronous combat

Post by cinc »

Exactly the point - the only decisions made during combat are made by the player whose Combat Turn is being resolved, i.e., the attacker. The results of the combat are then posted. On the other player's view of the combat, they watch it being resolved, much as it works in Battle of the Bulge.

Eric
aryshia
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 1
Joined: Sat Jan 10, 2015 11:21 am

Re: Asynchronous combat

Post by aryshia »

So I posted on my Blog my commentary about some of the games features and about The Big Announcement.
sara
Post Reply

Return to “Gettysburg: The Tide Turns”