Rework Purchase Units...
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You know, this could be really easy. Just set the movement to zero when placing. Can't see how that would break any existing map. Then that re-raises the issue of why purchase and place have to be different.
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@simon33 I would probably find it really annoying to have all kinds of units on the map I can't move. Now I'd have to remember all my purchases and where I had placed them. A situation that would be even more complex if you already had a bunch of units in the same territory as where you have a factory and are placing 0 movement units.
The other issue is whether you could have placed units with zero movement while all the existing units (very same units) would retain their movement? I'm not even sure that is possible.
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@simon33 said in Rework Purchase Units...:
You know, this could be really easy. Just set the movement to zero when placing. Can't see how that would break any existing map. Then that re-raises the issue of why purchase and place have to be different.
Beside risking breaking some existing map that might have a same turn with placement then combat move (I cannot think of any), sure.
I would welcome the following 3 changes:- Units are immobile as default, and get the ability to move (of their movement value) at the same moment they would get any movement bonus (default at start of Combat Move).
- You cannot purchase units that have cost=0, but when you are in the placement phase, you are free to place infinite of those units (say, just like if you bought a million of them, at no cost, during a preceding purchase phase).
- You can assign placement costs to units (working like fuel costs, but for placing the unit).
Then, here you go, you just need having all units at cost 0, set their costs as placement costs, not having any purchase units phase, but just a placement phase at any point after combat move.
As a matter of usability only, you could add a remaining movement value for each unit, displaying like the stack number (maybe using Roman numerals, to distinguish it from the stack number itself), that would be basically good for tracking aircrafts movement anyways.
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@Cernel To be clear regarding displaying remaining movement, if you would have a stack of 3 fighters, one with 4 remaining movement and two with 0 remaining movement, instead of displaying them as 1 stack with stack number 3, you would display them as two stacks, one with stack number 2 and no remaining movement number, and one with stack number 1 and remaining movement number IIII (if using Roman numerals (I much prefer "IIII" over "IV")) or remaining movement number 4, with some way of distinguish it from the other numbers (stack number and damages).
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@Hepps said in Rework Purchase Units...:
@simon33 I would probably find it really annoying to have all kinds of units on the map I can't move. Now I'd have to remember all my purchases and where I had placed them. A situation that would be even more complex if you already had a bunch of units in the same territory as where you have a factory and are placing 0 movement units.
The other issue is whether you could have placed units with zero movement while all the existing units (very same units) would retain their movement? I'm not even sure that is possible.
I understand what you're saying. Ideally, these new units would be invisible until the end of the turn which increases the complexity. Also, they need to not be granted movement at the start of combat movement, if you are playing a map with purchase before combat movement.
Regarding the 2 stacks for different movement values, it is possible this has merit although it doesn't work this way now and would increase the clutter on the screen. Not sure if this is a goer.