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 Post subject: Distance restriction
PostPosted: Mar 10 2010 
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Brigadier Gen.

Joined: Jun 03 2009
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Please place a distance restriction on how far away from a destination hex that a unit can be and still respond to the Move order.

This would apply to orders issued by the DM and/or by the player. You could add this as an option to the game settings, along with a distance restriction.

I don't need my helicopters attempting to cross the Atlantic from the U.S., just to transport a Marine in Saudi Arabia to the nearest air field. Likewise, I don't want UH-60 helos jumping on Marines in Southern California when I order the Marines transported to Saudi Arabia. And if I summon all of my supply trucks to Bejing, I don't need the ones in Southern California to try to get there via Alaska.

Obviously, you do not want to slow down the game by burdening it with the huge computational load of measuring the distance associated with each move order. However sea and air transport orders and player orders are special cases and would not be that much extra work for the game.

I have noticed that the DM already only responds to requests with units reasonably close to the request's target. Please extend this curtesy to the player as well.

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 Post subject: Re: Distance restriction
PostPosted: Mar 10 2010 
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And what if the player issues an order for which the only available unit is on the other side of the world? We have no feedback system to tell the player why nothing happened.

You're right, there are flaws here, but we're not going to do band aid solutions for all these design limitations, particularly at this stage of development. If we make changes on something like this it would be a ground-up rework of the design for a new project.

And I feel your frustration, I find myself locking units on one side of the world when working on the other so they won't respond. Many notes have been written about the limitations of the current system, you're welcome to ad more.

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 Post subject: Re: Distance restriction
PostPosted: Mar 11 2010 
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Brigadier Gen.

Joined: Jun 03 2009
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Balthagor wrote:
And what if the player issues an order for which the only available unit is on the other side of the world? We have no feedback system to tell the player why nothing happened.


It happened because they checked off that little box on the game settings which was labled "Don't Move My Units Ridiculous Distances".

Quote:
...but we're not going to do band aid solutions for all these design limitations, particularly at this stage of development.


Understood.

BTW
The last time I suggested this you blew me off, claiming that it would require too much computation. And at that time it would have been at an earlier stage of development.

Quote:
Many notes have been written about the limitations of the current system, you're welcome to ad more.


Huh?

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 Post subject: Re: Distance restriction
PostPosted: Mar 11 2010 
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meaning comments of "if this then that but if X then y...". Much of our implementation starts with rule sets.

Didn't mean to blow you off lost time, honestly don't remember, probably didn't want to get into a conversation on a topic that will reach into so many areas code wise for a long term solution.

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 Post subject: Re: Distance restriction
PostPosted: Mar 11 2010 
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This has been an issue since sr2010... I remember posting about it a while ago.

Hopefully it will be considered for the next version of the engine... Meanwhile, be careful when you issue orders ;)

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 Post subject: Re: Distance restriction
PostPosted: Mar 12 2010 
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This is one of the reasons why I hand load transports. I think there are other area's that require development before this, other areas that have been discussed in this forum.


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