|
On the subject of <b>fatigue marching</b>, before incorporating it into the HPS engine, it might be useful to take a look at how <i>Age of Rifles</i> (an old 1996 game, contemporary with the BG games) handles this - when a unit's about to move, the pre-plotted route is indicated in green, yellow, orange & red. This isn't just for show: if a unit moves "out of the green" then it will accumulate fatigue and if it moves "into the red" it will accumulate extra fatigue. Such a system will make things clearer for the players and prevent them acquiring movement fatigue without realizing it. <i>AoR</i> also makes troops accumulate some fatigue whenever they fire.
Incidentally, <i>Age of Rifles</i> also has quite a complex system for <b>artillery capture in melees</b>. Instead of just "magically" disappearing, the captured guns can be either recrewed or spiked by the successful attacker (the player is given the choice - personally, I think it should take time to spike guns and should never occur automatically as soon as they're captured, and it shouldn't be at 100% probability either - for instance, at Inkermann in the Crimean War, the Russians attempted, unsuccessfully, to spike some guns with twigs, while other guns were recaptured before they could be spiked - however, it happens straight away in <i>AoR</i>).
Also, there's a possibility - I'm not exactly sure how it's handled - of a defeated battery limbering up and retreating, but often leaving some guns behind to be captured. In other words, <i>AoR</i> has both a gun capture/recrew feature and at least the chance of some defeated guns limbering up and retreating included within the same melee system. Since it's an old game, perhaps the code for this is now available to be studied?
Col. Rich White
3 Brig. Phantom Cav Div
III Corps ANV
|