• Blitz Shadow Player
  • Caius
  • redboot
  • Rules
  • Chain of Command
  • Members
  • Supported Ladders & Games
  • Downloads


JTCS Night rules
08-29-2018, 03:41 AM,
#4
RE: JTCS Night rules
To me, this should bring up the discussion about scale and what the game was intended to do. Idea2

As far as night John was spot on with how the rules work. Thumb Up2

Where scale breaks down is in the amount of turns and how it should effect the scenario.

If we take pure scale and say six minutes per turn the scenario covers a 9.4 hour period?
If we look at the view of a turn is roughly fifteen (to thirty) minutes then the scenario would cover a 23.5 (to 47) hour period?

We have an issue with daylight, daybreak, day, dusk and night? Almost of third of the time covered at six minutes a turn and almost all of the time at fifteen minutes a turn (twice at half an hour per turn).
The CS team has put in ways to artificially adjust visibility reflecting night to day. I think they are developing the algorithm for it in the EFIII version? (Jason correct me if I am wrong.)

Unless playing it as a team game this is one where I would not be playing. As most know I am not a fan of large and "out of scale" scenarios.
That said, I will say that I appreciate the effort you put into it. cheers

Farmer

HSL
Quote this message in a reply


Messages In This Thread
JTCS Night rules - by Ragnar - 08-24-2018, 01:42 AM
RE: JTCS Night rules - by Big Ivan - 08-25-2018, 11:35 PM
RE: JTCS Night rules - by Ragnar - 08-28-2018, 08:02 PM
RE: JTCS Night rules - by Herr Straße Laufer - 08-29-2018, 03:41 AM
RE: JTCS Night rules - by Crossroads - 08-29-2018, 05:25 AM
RE: JTCS Night rules - by Ragnar - 08-29-2018, 06:28 AM
RE: JTCS Night rules - by Herr Straße Laufer - 09-02-2018, 09:01 AM
RE: JTCS Night rules - by Ragnar - 08-29-2018, 06:32 AM
RE: JTCS Night rules - by Ragnar - 09-06-2018, 08:14 PM

Forum Jump:


Users browsing this thread: 1 Guest(s)