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Old August 10th, 2010, 08:09 AM
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Default Capturing Objective Flags

Currently, an enemy unit can capture a flag the moment it enters the V-hex.

Therefore, if I am defending a V-hex on a crossroads and an enemy scout car drives onto the crossroads and is immediately destroyed, the objective is still considered captured by the scout. But it would be fairer to say that I still 'controlled' that crossroads.

This minor issue can become decisive in the last turn of games.

Then I thought that the V-hex should be captured when the unit leaves a hex. Which would solve the scout/crossroads problem. But if infantry enter an objective building and immediately 'dig in' to defend it...the objective won't be captured until they leave, which would not be right.

Additionally, if attacking infantry enter a V-hex, immediately get shot-up and routed out of the hex the objective is considered captured; but again it would be fairer to consider the objective still controlled by the defender.

Another idea is that units must sit on a hex for a whole turn before it is captured. The strength of this is that you can't just sacrifice suicide units to capture objectives in the end game without genuinely controlling/defending the objective.

The only possible weakness of the idea - that I can see - is that fast moving formations could no longer just cross a bridge or crossroads and immediately capture the flags. They would have to unload infantry, or have some units stop on the objectives for a turn.

Though this may be more realistic, because wasn't it normal practice upon capturing a bridge to unload guards or engineers to check it for explosives? And a crossroads would often have MPs or someone there giving directions.

I guess I'm saying, if it's a true objective, having a unit sit on the objective for one turn is more realistic than the current situation, and would make the 'gamey' capture of flags on the last turn difficult.

Any thoughts or ideas?



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