Re: Capturing Objective Flags
I talked with Andy about it and it's not going to happen for all reasons I suggested it might not. My idea was to flip them to neutral so nobody holds them until a unit has sat on them for a turn or two but then we start impacting all kinds of AI reaction code.
What we have now works equally for both sides. If one side is stronger in one part of the map they can grab a V hex on the fly but if they are too weak to defend on another it then they will lose it back when the opponent sends his own forces to grab bit back and if he isn't strong enough to hold it will switch sides again.
Yes, it's "gamey" to wait until the last turn or so then grab V hexes from your opponent not giving him the chance to respond but really how often does it happen that the stronger side gets blindsided at the end ? The whole concept of V hexes is "gamey" and not to forget.... SP is a game not a combat simulation ( though we do strive to minimize "gameyness" where possible but no matter what we do someone will find something "gamey" )
If you don't want V Hexes to influence the outcome set up the game so the V-hexes are all worth zero and just go by losses to determine who wins. It's all on how you want to play the game and there are as many opinions on how that should perfectly be as there are players. V hexes represent ground gained and held. We altered to code many releases ago to allow players edit the location of the V hexes so they can set up what they feel are" realistic" V-Hex Objectives so they don't have to rely on the auto generated ones if they don't want to.
Don
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