ATLANTISv2 atl-design-digest #51 From: csd@microplex.com (Christian Daudt) Date: Sun, 08 Oct 1995 00:00:00 +0000 Errors to csd@microplex.com Now there should be a digest whenever (a) there are 10 emails or (b) whenever there is an email waiting for more than 48 hours for a digest to be completed. So don't get worried if the digest has only 1 or 2 emails, that just means the list has been slow. (I hope it works) If you want previous versions, they are available via WWW at http://www.microplex.com/~csd/atlantisv2/ ---------------------------------------------------------- From: Mark Hesidence <hesiden@Stoner.COM> Subject: Atlantis: Attacking Date: Thu, 5 Oct 1995 11:31:12 -0500 (CDT) Some of the rules on attacking: >Once the attack has been made, the sides are gathered... >On the defending side are all identifiable units belonging to the defending >faction. If a unit has Avoid Combat set, and its faction cannot be identified >by the attacking faction, it will not be involved in the battle. A unit which >was explicitly attacked will be involved anyway, regardless of Avoid Combat. >(This means that Avoid Combat is mostly useful for high stealth scouts.) Also, >all non-avoiding units in factions allied with the defending unit will join in >on the defending side. That first sentence is wrong as I have seen "identified" defenders with avoid combat set not join the battle. This makes for some really long turn reports if you attack many enemy units set to avoid with a large force. Perhaps there should be: ATTACK <unit number> ; which works as the attack order currently works. ATTACK FACTION <faction number> ; which should work as described above. Perhaps even a LIMITED ATTACK <unit number> ;where your units in adjacent region are not ;drawn into the battle. So you don't have to worry about units in adjacent regions wasting a turn not moving because you had 1 casualty and you don't feel like searching thru all the adjacent regions and setting units to avoid 1 then remembering to set them back the next turn. Or you don't want to give your enemy any more information about your forces than necessary. Up