Easy Communication: Difference between revisions

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* In the American Civil War tactical game ''[[Take Command]]'', messengers on horse are sent out from the field headquarters to the battallions with the planned orders, and these messengers can be killed by the enemy.
* Averted in ''Campaigns on the Danube''. What the player sees, including their own units, is realistically delayed and often inaccurate information. You might order a unit to attack only to find it is no longer capable or that remnants you attack are actually a substantial force.
* In [[Traveller]] the structure of society is based on the lack of communication. While any given planet has real-time from any spot on the world, the Imperium in general strains itself to make up for the fact that messages ''must'' be carried on a starship because they cannot be sent on their own. And the fact that Jump(interstellar drive) space is always approximately one week although some Jump engines are faster then others(I.E. you can have one parsec jumps, two parsec jumps, up to four parsec for a courier vessel and even higher for a warship but always it is a week). Another result is that the prevailing authorities will always be the local ones and the Imperium has limited ability in how much it can micro-manage planets.
 
== Justifications ==