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Assault and Variable Visibility Processing
07-31-2008, 08:52 AM,
#1
Assault and Variable Visibility Processing
To All,

1. Effective with the release of Version 1.04, both Variable Visibility and and the new Assault Processing will become optional settings in the same way that armor facing is. In fact, you will be able to turn either on or off using the same drop down screen used for the previously existing optional rules.

2. Making things optional is always possible, but in the long run, if we add too many optional features then the options screen will eventually become larger in size than the game map. I am hopeful that there won't be too many other items requiring this modification.

3. It is also my sincere hope that Ed will resume his position as CS Custodian. In my opinion he is the person best suited for the position.

Thank you for your time. If you are at all curious as to when Version 1.04 will come out, then ask Jason.

Wyatt
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07-31-2008, 10:19 AM, (This post was last modified: 07-31-2008, 10:20 AM by R-TEAM.)
#2
RE: Assault and Variable Visibility Processing
Hi,

Very thanks for your hard work !

btw. i dont think that the new assault rules with the glitches fixed and fine tuned
the few not so realistic results musst go optional.
I am not played JTCS for years, so i cant make a realy decide for this thing.
But i have read in many threads here and on the Matrix side, the old rules was
suboptimal and the new rules was suboptimal too but on many times the result was
more real as with the old rules.[except the glitches with leaders and so one..]

So i think the new rules with finetuned get the favor of many users and i hope from old veteran
players too.

The only thing hat will a problem is the mentoned problem with time critical scenarios
with many assaulting and designed with the pre1.03 rules.

But the answer for this problem is easy, not many scenarios have this problem.
The scenarios with this problem can most time fixed/rebalanced from the creators.
And the few rest .... mmhh , i have read not many scenarios are good balanced,so
it will for the rest not harm either ...

This is only IMHO ....
And i see the problem too with TO many optional things ...

R-TEAM
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07-31-2008, 08:00 PM,
#3
RE: Assault and Variable Visibility Processing
Dogovich Wrote:To All,

1. Effective with the release of Version 1.04, both Variable Visibility and and the new Assault Processing will become optional settings in the same way that armor facing is. In fact, you will be able to turn either on or off using the same drop down screen used for the previously existing optional rules.

Hello Wyatt, Thanks for taking your time to post here.
I like the Variable Visiblity being made optional. I hope you are only speaking of the change in visibilty ranges during a game and not the ability of small AT guns, ATR platoons and squads from remaining hidden?
As far as the Close Assault rules, would it be possible to find a compromise between the old and the new? As I said, I think the pendulum swing was way too far and fundamentally changed the game.

Dogovich Wrote:2. Making things optional is always possible, but in the long run, if we add too many optional features then the options screen will eventually become larger in size than the game map. I am hopeful that there won't be too many other items requiring this modification.

I hope not too! ;)
If variable visibilty (the part that changes the visibility for LOS range) being made optional and a lighter version of close assault being made "not optional", I do not see much more needing to be made options.

Dogovich Wrote:3. It is also my sincere hope that Ed will resume his position as CS Custodian. In my opinion he is the person best suited for the position.

I think Erik and Slawek will do a fine job. I have no intentions of returning to my previous position, or even asking if I could. I will continue to play games and post on the forums.
But, I actually found the extra time I have, to play Rock Band with my son, and actually have long conversations with my wife, are currently more valuable to me.
Once some "real life" stuff gets handled and I can recapture my verve for CS anything is possible?
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07-31-2008, 08:38 PM,
#4
RE: Assault and Variable Visibility Processing
I think boots or sandals should be optional in the summer scenarios...........esp in Italy and the Desert. :-)

VE
"The secret to success is not just doing the things you enjoy but rather enjoying everything that you do."
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08-01-2008, 09:56 AM,
#5
RE: Assault and Variable Visibility Processing
Silkster?????? What happened to the other callsign!!!!! I am so confused!!! I thought silkster had something to do with Chinese made antishipping missiles.

Should have known when I saw "Regimental Beastie." In my last unit I was the Regimental Pissboy.

Anyway, no, only variable visibility has gone optional. That and what will eventually end up being the assault rules. We are working on a better set that I hope will swing the pendulem back towards the middle. My preliminary tests have been quite good, so we'll see. Basically, all I really wanted to do was allow undisrupted units to be thrown back in melee, and for disrupted units to be better able to defend themselves. But never to the degree that they are able to do with the current version out there. So be patient guys.
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