(07-28-2019, 03:14 AM)Jason Petho Wrote:
(07-28-2019, 01:31 AM)Herr Straße Laufer Wrote: Then you are manufacturing new parameters? A vehicle can go only so fast and shoot within a six minute time frame. It's physics? Making 10 minutes is not physically possible unless you change how far a unit can move and shoot.
No, you're misunderstanding.
What you seem to think was created at 6 minutes, were actually created at 10 minutes already. The unit parameters from the beginning were done at 10 minutes.
Why they decided to put 6 minutes in the manual, who knows. But looking at how the unit parameters were created (in order to create new units) shows that the parameters were all created with 10 minutes in mind.
Take that for what it is worth, but that's how it was done.
Yes, that is how it was done. It is not an opinion, these are the facts. We created quite a complex excel sheet for instance to study the movement parameters set in the game. How infantry moves, how vehicles move, and how, in turn, their speed was marked in the unit database (platoonNN.oob), clearly indicates a rate of ten minute turns.
Infantry, for instance, if you take the old manual at face value, and calculate ten turns to an hour (six minute turns), they basically go about running at modern marathon winners rate. In full gear and boots, too.
Also, the artillery rate of fire etc, two fire missions per turn, those clearly translate towards ten minute turns.
Avalon Hill Arab-Israeli Wars boardgame corrected the original unit values from Panzerblitz and Panzer Leader, but they stuck to what the manual said and changed the movement values on counters. AIW manual also indicates how to calculate the PB and PL counter values so that they would be realistic.
We, in turn, won't be doing that. We keep the units and unit parameters as they are, and correct the inaccurate "six minute turns" definition in the manual. Units remain, turn definition changes.