Coregonas
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More Teleporting affairs

Sun Oct 05, 2008 5:02 pm

I remember some patches ago the teleport question did changed, so only a lone leader or lone "support/hq" could teleport. After some time playing without the redeploy option, I ve finally again gone with it.

I ve found (playing 1.11a) I can teleport a leader with a Division HQ. I ve tested it both in 2 cases:

a) a division built on previous turns.

b) a division built in the same turn, and AFTER building, teleporting.

I dont see this is too much important, the only "advantage" is not being forced to pay again for the division HQ in case a)

Just asking myself if this is WAD... Or not.

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Jabberwock
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Sun Oct 05, 2008 8:25 pm

The change was made to restrict teleporting corps and formed armies. I don't think redeploying divisions was considered. Considering the lowered stats and chance of deactivation, it's not much of an exploit IMO.
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Coregonas
AGEod Guard of Honor
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Location: Barcelona-Catalunya

Sun Oct 05, 2008 10:07 pm

Yes right ...

WAD so...

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Pocus
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Mon Oct 06, 2008 9:32 am

What would you prefer if some work was done on Strategic Redeployment (and no more 'teleport' feeling).

That the unit redeployed disappears from the map x turns and reappears at his destination region (Paradox way of redeploying units).

That the unit appears immediately on map but is fixed one turn (much more simple to code but less realistic).

That the unit is moved in a special 'off map box' showing what is being redeployed?

That the unit don't move at all until the redeployment time is done? (simple to code too)
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arsan
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Mon Oct 06, 2008 9:59 am

Just my two cents...

In AACW i think the instant redeployment is Ok as it is now as it's limited to special units like leaders and special support units that appear in the capital by default (game engine limitation) but in real life could have appeared anywhere.
If some work would be done (not top priority IMHO) in the case of this "special" kind of units, placing them when thy first appear on a general off map box (like a reserve) and letting the players choose where to deploy them instantly (limited to cities maybe) would be cool. :thumbsup:

If we are talking of a future game (VGN??) where you could redeploy full combat units (regiments, divisions, corps...) like in HOI, it would be needed the x turns out of map before repapering for realism sake.

I think the best option for this kind of combat force redeployment would be an "In transit" out of map box or at least a page on the ledger where you could see the units on redeployment and the expected arrival time.

To use a system that leaves the units locked in place for some turns (on origin or destination) can be confusing for the player. And besides, have bad effects like units in redeployment being attacked destroyed while immobile (on a place where they should not be in reality).

In the case of AACW i don't think a combat force redeployment is necessary at all (river and naval pools work great for this). But probably in a global game it would easy force management (like sending a regiment form London to colonial India with out having to drag and drop it half a world away.

Regards!

Coregonas
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Tue Oct 07, 2008 8:40 pm

IN FACT, Leaving it as is now seems really OK for me. Just asked if WAD or not.

But, thinking your PROPOSALS
a) That the unit redeployed disappears from the map x turns and reappears at his destination region (Paradox way of redeploying units). -> NO, adds more complexity to the game

b) That the unit appears immediately on map but is fixed one turn (much more simple to code but less realistic). -> mmmh SEEMS TOO MUCH restrictive, combined with the MARCH to THE SOUND would avoid an entire CORPS with a just teleported leader to be able to MARCH helping other friendly corps... (((I believe as now it is than a CORPS with a single blocked MILITIA has a move ratio of 0, so unable to help))) -> At most this could be an option using option b) as the standard and resulting in this b) when combined with the more HARD ACTIVATION option (i.e. the one leaders are blocked if unactivated)

c) That the unit is moved in a special 'off map box' showing what is being redeployed? -> NO

d) That the unit don't move at all until the redeployment time is done? (simple to code too) -> That would be a more reasonable option, if it doesnt block move of the group during the turn resolution.

However, not sure if more realism or/nor playability comes from not allowing a move for a redeployed LEADER / support unit ...

If some other units (as regular troops are involved) then option d) should be right?

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