turn vs simul. pains
i dont get to read this forum like i used to, but i will do my best to check up on responses to this thread.
alot of things are harder to take longer to do in a simultanious game. for instance, stellar manip. lets say you have a ship parked over a warp point, and you give the order to close. it closes in the turn resolution. lets say you have a ship in space, but give it orders to move to a warp point and close it. you have to move it there one turn, and close it the next.
now, lets say you have a ship parked on WP-A, you order it to move to WP-B, then you insert the close order after the move order. you can actually do it this time, since you are already parked over a WP to start with. simultanious games SHOULD NOT check to see if stellar manip can be done before accepting an order, cause it just hoses things up and costs you a turn. you end up with stupid things like stacks of warp points being build over a star so people can execute any order combination they want. the down side is that some doinks will end up giving their ships invalid orders and wont find out until the next turn, but whos problem is that anyway? really?
oh well. i tend to find simultanious games much more challenging as it tests your abilities to coordinate Groups and assign orders rather than bull it out in the standard tactical furballs. I just wish it didnt have so many discrepancies.
pardon the rant.
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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