03-31-2011, 02:32 AM
I ended up with pretty much the same concepts, Sean, though a couple of slight differences have evolved -- all designed to allow asynchronous play all of the time. I think you and I have come to the same conclusion: it makes great good sense to eliminate a queue of orders in which one fail has a domino effect and totally destroys the player's turn. Suspense can come just as easily from have a plan of action that will take a week to complete, even though the orders are given more frequently, as from filing a turn and waiting a week to find out what happened.