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Posted: Thu Jun 17, 2010 12:48 pm
by MesaDon
76mm wrote:
MesaDon wrote:Talking to them they like the ease of playing the game and it really isn't overly complicated. So once again when you start complicating the game is search of ultimate reality you turn off a large part of the community sho just want to have fun without spending an hour just trying to understand every little ramification of their moves. ?
Your reaction is rather bizarre, given that you are the one that said that players don't want things too complicated; if anything, you have insulted the intelligence of other players.

Anyway, as you point out, since the feature is optional, so I'm not bothered by its inclusion, I just won't use it. I am, however, trying to understand the justification for its inclusion so that I understand where the devs are trying to take the game...
If you had actually read what I have wrote you'd realize that I had talked to others and I am voicing opinions that are not only mine but others, therefore I find your self-styled expertise on what people I receive infromation from think and if they would take my comment as an insult on their intelligence as bizarre comment. Thankfully the only contact I have with you is through this, and if you want to take that as an insult instead of a heartfelt personal preference of mine, well that is up to you. I for one no longer feel the need to defend my positons to you as that would be "bizarre". Have a nice day and I considered this closed unless you are one of those who needs the final word.

Posted: Thu Jun 17, 2010 12:50 pm
by MesaDon
Scutarii wrote:PD: as double move other features like a true command chain and features like fatige etc could be optional, if you like play casual play casual but dont force FoG to be another "xbox" game :roll:
Optional is always good so long as the list doesn't get to the point that half the game is msking decisions on the options to use. It seems that the "we have to be as realistic as possible" are forcing gameplay that on others that like to keep the game and it's features more to the basic side so compromise has to be found. The problem is that I would believe most people probably don't use the forum and some may not know of it's existance (it took me years to realize these forums were out) which makes it difficult to determine what would be acceptable to keep people engaged and buying expansions so they produce more. I try to present the more lets keep it simple with the added options and not go overboard. I think it offends other but so be it. :) I don't have an x-box so I don't have a frame of reference for the comment.

Posted: Thu Jun 17, 2010 1:17 pm
by TheGrayMouser
Thats a good point about to many options, MesaDon. It would be quite frustrating to log onto MP and have to sift thru 6-8 combinations of functions on/off to find an opponent on the open challenges (of course although that is likly exagerating, the potential is there)

That being said I wouldnt mind more functions, if they are value added (still undecided on double moves as of course havent experienced)

In the end, I likley will become accustomed to the DM, enjoy it but occasionally recall with fondness the way it was... (actually my biggest gripe about the upcoming patch is that they are neutering anarchy charges to the point they will be a once in a blue moon novelty)

Posted: Thu Jun 17, 2010 5:13 pm
by gabeeg
I still get anarchy charges every game...so far at least (6-7 games), but far fewer. I like that they toned it down but that they still happen. There quite a few games with 1.2.6 that I wanted to throw my laptop because I would get my infantry in line with favorable terrain and then off they would go....two or three units in couple of turns...these units would be swallowed up or I would have to throw away my advantage and go defend the unit. I do not have a large enough sample of games to judge but so far so good....are you seeing it happen less often?

Posted: Thu Jun 17, 2010 5:22 pm
by MesaDon
After playing some games using 1.2.7 there is a reduction in anarchy charges and refusals but in the game I am playing now there have been a limited number, maybe 5 or 6. I don't have an exact number since I haven't been counting. Oh if you haven't looked at 1.2.7 beta it has an auto update feature that should simplfy matters (don't have to always check the forum for updates.)

Posted: Thu Jun 17, 2010 5:56 pm
by TheGrayMouser
gabeeg wrote:I still get anarchy charges every game...so far at least (6-7 games), but far fewer. I like that they toned it down but that they still happen. There quite a few games with 1.2.6 that I wanted to throw my laptop because I would get my infantry in line with favorable terrain and then off they would go....two or three units in couple of turns...these units would be swallowed up or I would have to throw away my advantage and go defend the unit. I do not have a large enough sample of games to judge but so far so good....are you seeing it happen less often?
I am not participating in the beta. I am not certain but i feel anarchy was already toned down in 1.26
There are entire threads about anarchy so dont want to start another, All I will say is a liked it the way it was/is and never had an issue with it and will be kinda bummed out when it is so nerfed it almost never happens...

Posted: Thu Jun 17, 2010 6:24 pm
by Morbio
I'm not participating in the 1.27 beta, so I'd like to ask a question regarding double moves.

My understanding is that double moves are allowed unless the unit being moved becomes in range of 5 hexes from the enemy.

So, presumably you can double-move up to that point. i.e. a LH unit is allowed to double-move 8 hexes. However if, for example, the 8th hex would bring it to 5 hexes of the enemy it is then restricted to 7 hexes movement.

I'm wondering if this movement restriction only applies to units that are 'seen'. If this isn't applied, and the game is played with FoW on, then the player will know that there are enemy units within 5 hexes even if he can't see them. This would undermine the benefits of hiding units for ambush.

Any comments from those that have trialled this?

Posted: Thu Jun 17, 2010 6:58 pm
by MesaDon
Morbio wrote:I'm not participating in the 1.27 beta, so I'd like to ask a question regarding double moves.

My understanding is that double moves are allowed unless the unit being moved becomes in range of 5 hexes from the enemy.

So, presumably you can double-move up to that point. i.e. a LH unit is allowed to double-move 8 hexes. However if, for example, the 8th hex would bring it to 5 hexes of the enemy it is then restricted to 7 hexes movement.

I'm wondering if this movement restriction only applies to units that are 'seen'. If this isn't applied, and the game is played with FoW on, then the player will know that there are enemy units within 5 hexes even if he can't see them. This would undermine the benefits of hiding units for ambush.

Any comments from those that have trialled this?
Have played a number of games with double move and have not encountered that yet. Once you reach the 5 hex area your double move ends. also with archer units that can shoot 5 hexs if they double move to that range they are not allowed to shoot. If you are going away from an foe on some occasions you get this double move bonus. Helps some in redirecting your units. also allow for a reserve that can be moved quicker if needed. And yes I have had DM halted when the foe has moved his LF or LH units in position to halt my quicker advance or flanking action. I think that the only change I can see or agree is needed is the possibility of having a commander within range. I have noticed that if you screen the DM units the five hex range takes effect even if the enemy units can't see the DM units, this refers to enemy units that you can see with some of your units not necessarily seen by the DM units. In other words units directly behind an engaged battleline will not get DM even if not in view by the enemy. Whew!

Posted: Thu Jun 17, 2010 7:04 pm
by deeter
I haven't noticed yet a situation where an ambush is disclosed like that, but will be on the lookout. So far, I think the double moves are good. Not acutally double moves though. You can move the extra hexes until you get to 5 hexes. I'm playing one game where there is no one facing my left flank, so it was able to do a rapid advance in that area and swing around to threatend the enemy line. Troops deployed behind the lines (and probably unseen) can move quickly to exploit an advantage. Skirmishers are much more important in stoping these kinds of maneuvers.

Deeter

Posted: Thu Jun 17, 2010 7:13 pm
by TheGrayMouser
deeter wrote:I haven't noticed yet a situation where an ambush is disclosed like that, but will be on the lookout. So far, I think the double moves are good. Not acutally double moves though. You can move the extra hexes until you get to 5 hexes. I'm playing one game where there is no one facing my left flank, so it was able to do a rapid advance in that area and swing around to threatend the enemy line. Troops deployed behind the lines (and probably unseen) can move quickly to exploit an advantage. Skirmishers are much more important in stoping these kinds of maneuvers.

Deeter
Hmm my concern is this I often find it necesary to bring maximum force against part of an enemy line.... It seems if my opponent didnt recognise this threat ( a basic refuse the flank /schwerpunct type tactic) , I should reap the rewards... Doesnt double movement kinda of negate this? Basically allows one to quickly remedy a bad situation that they maybe allowed themselves to be in, in the ist place?

Posted: Thu Jun 17, 2010 8:20 pm
by deeter
HF can only move four hexes, so shouldn't be too nimble and cav (while fast) are often few and can't hold ground. Also, you'll be able to exploit a bad enemy deployment more readily with the extra movement. I haven't gotten enough games in to really see all the implications. Still, you'll have to try it out for yourself. I think much of the skepticism is from those who haven't played the beta.

Deeter

Posted: Thu Jun 17, 2010 8:25 pm
by TheGrayMouser
Well, we like to grumble about new unproven chnages...
You of course correct that will need to test drive before coming to any judgements.

BTW how is the FOW , LOS change working out?

Posted: Thu Jun 17, 2010 8:42 pm
by deeter
By FOW/LOS, you mean not seeing behind a moving line? My opponent is using a broken up formation, so I can't say.

Deeter

Posted: Thu Jun 17, 2010 11:40 pm
by MesaDon
If by FOW / LOS you mean the seeing the screened troops when the front row moves I haven't noticed that bug remaining.

Posted: Fri Jun 18, 2010 7:48 pm
by MesaDon
Update on the beta 1.2.8 now has the need for a leader within range for a double move to take place. Made the change in the middle of a game and it stopped my rapid movement of one group for turn till I could move a leader there. Will the fun never cease.

Posted: Sat Jun 19, 2010 1:12 pm
by Xiggy
That is a needed change. A lot of the 1.2.8 changes in the patch notes are good additions.

Posted: Sat Jun 19, 2010 5:05 pm
by Brigz
Xiggy wrote:That is a needed change. A lot of the 1.2.8 changes in the patch notes are good additions.
1.2.8? What happened to 1.2.7? If they made changes to 1.2.7 beta why isn't it 1.2.7.1? This is getting confusing.