Generally speaking sequential attack are best as far as the "easiness" of gameplay is concerned but combined attacks are more realistic and rarer (hence: a fresher approach) in the gaming world. Personally I don't mind either, provided that the sequential approach is of PG2 type, i.e. each next attack directed at the same unit lowers it defense to simulate that in fact all those attacks are simultaneous.firepowerjohan wrote:Would like to hear more from players if they like the sequential attacks better than combined attacks, we are not sure what ppl like most
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Moderators: firepowerjohan, Happycat, rkr1958, Slitherine Core
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- 1st Lieutenant - 15 cm sFH 18
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- Administrative Corporal - SdKfz 232 8Rad
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Sequential attacks are better than combined. In many games combined attacks result in 'ganging up' on the enemy unit to get the highest odds possible. It can be even worse with stacking.
combined attacks can be gamey because if two adjacent units are attacking a enemy unit flanked by friends who is 'watching' the flanking units.
for all its simplicity the old Avalon hill D-Day etc had the best idea, you HAD to attack all enemy units in friendly ZOC
Dave
combined attacks can be gamey because if two adjacent units are attacking a enemy unit flanked by friends who is 'watching' the flanking units.
for all its simplicity the old Avalon hill D-Day etc had the best idea, you HAD to attack all enemy units in friendly ZOC
Dave
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- 1st Lieutenant - 15 cm sFH 18
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The 'ganging up' is exactly what happened in RL. Same as stacking, which is one of the main principles of Blitzkrieg. On the other hand if forced attacks in ZOC were the representation of reality then had to assume WW1 did not happen and for that matter any front can not exist.davetheroad wrote:Sequential attacks are better than combined. In many games combined attacks result in 'ganging up' on the enemy unit to get the highest odds possible. It can be even worse with stacking.
combined attacks can be gamey because if two adjacent units are attacking a enemy unit flanked by friends who is 'watching' the flanking units.
for all its simplicity the old Avalon hill D-Day etc had the best idea, you HAD to attack all enemy units in friendly ZOC
Dave
I really like this one: Possibility to move hex by hex, so i have the choice of my path (good for cut supply line, ship patrol against sub, etc...)corolor wrote:i have a little sugestion.
- A confirmation box for end turn. Sometime i hit it accidently. (possibility to turn it off in the option)
- Sometime i move a unit and after a bad click (selection of another unit or a point of the map) i cannot attack with it..
- Possibility to move hex by hex, so i have the choice of my path (good for cut supply line, ship patrol against sub, etc...)
- Something was strange for me is that different unit can not combine for a single attack. Maybe it was a game design...
But in lot of other game when you attack with INF, ARM & AIR you have some bonus![]()
Hope you understand my bad english.
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- Colonel - Fallschirmjäger
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