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  #1  
Old November 14th, 2009, 07:08 AM
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Default Re: spww2 warzone (ideas for the nextgen)

1) Special Ops

Already dealt with in the Scenario Editor. VP values for hexes and units can be adjusted to simulate all kinds of interesting missions. I believe the Bruneval Raid is in one scenario and an SAS airfiled raid would be simple to set up.

2) Special Orders

See above. Take your flak guns and increase their point value so high so that destroying them determines the out come of the game. Buildings and bridges are a little more abstract but again put a stack of very high value VP hexes on the target and controlling it becomes the focus of the game.

3) Sorry but no. If I want to play an air game then that is what I will do.

Pre-Combat Intelligence.

You already have this. Meeting engagement - both forces about equal. Assault - assaulter 3x more units but defender dug in. As for more detailed intelligence, player experience and the encyclopedia come into it. Fighting the early war Japanese you are going to be faced with lots of tough to kill infantry with crap tanks so leave your AT guns at home and stock up on arty.
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Old November 14th, 2009, 09:53 AM

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Default Re: spww2 warzone (ideas for the nextgen)

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Originally Posted by PatG View Post
1) Special Ops

Already dealt with in the Scenario Editor. VP values for hexes and units can be adjusted to simulate all kinds of interesting missions. I believe the Bruneval Raid is in one scenario and an SAS airfiled raid would be simple to set up.

2) Special Orders

See above. Take your flak guns and increase their point value so high so that destroying them determines the out come of the game. Buildings and bridges are a little more abstract but again put a stack of very high value VP hexes on the target and controlling it becomes the focus of the game.

3) Sorry but no. If I want to play an air game then that is what I will do.

Pre-Combat Intelligence.

You already have this. Meeting engagement - both forces about equal. Assault - assaulter 3x more units but defender dug in. As for more detailed intelligence, player experience and the encyclopedia come into it. Fighting the early war Japanese you are going to be faced with lots of tough to kill infantry with crap tanks so leave your AT guns at home and stock up on arty.
I guess the pilots should eject when they get shot down (at least they can try)
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Old November 14th, 2009, 12:35 PM
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Default Re: spww2 warzone (ideas for the nextgen)

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I guess the pilots should eject when they get shot down (at least they can try)
Think about the effect on the game, helos very very rare anyone survives a landing & is able to walk away. Plane assume he has a good eject & landing you now have 1 man with a pistol whats he going to do. At least normal crews have a few men for you to try & save & in a campaign sort of important but you cant have planes in your core.

I understand your desire for Spec Ops & the game designers are introducing new stuff that will be useful for but still realy need to do in PBEM or setup in the editor.
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Old November 14th, 2009, 04:59 PM
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Default Re: spww2 warzone (ideas for the nextgen)

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Quote:
I guess the pilots should eject when they get shot down (at least they can try)
Think about the effect on the game, helos very very rare anyone survives a landing & is able to walk away. Plane assume he has a good eject & landing you now have 1 man with a pistol whats he going to do. At least normal crews have a few men for you to try & save & in a campaign sort of important but you cant have planes in your core.

I understand your desire for Spec Ops & the game designers are introducing new stuff that will be useful for but still realy need to do in PBEM or setup in the editor.
The problem with spec ops is they really have to be setup in the editor. As for the ejecting pilot scenario, I can see setting up a Bridges at Toko Ri type game fairly easily but it would be in the context of just those few men fighting. I can't see the AI being able to do that in a larger game.
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Old November 14th, 2009, 05:51 PM

Marek_Tucan Marek_Tucan is offline
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Default Re: spww2 warzone (ideas for the nextgen)

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Plane assume he has a good eject & landing you now have 1 man with a pistol whats he going to do.
What's he going to do? Put his hands up in the air

Besides he lands God-only-knows-where, as his first reaction is usually to try to hold the plane in the air and try to get back behind his lines, and even if it's not possible, plane shot down at altitude can crash-land mayn kilometers away and the same applies for the parachuting pilot. Sometimes it may take hours and hundreds of kilometers for the plane to be abandoned. Moreover even if it is a low-level strike, the plane flies a while, if possible - because pilot wants to gain some altitude to bail out.

If there was anything I would change in the air strike section, it would be "attack profile" - to be similar to Helo ops, IE you can choose between a high-level (relatively) approach (better spotting, targeting etc. - or rather to say, current level) and low-level approach where the aircraft can be partially hidden from AAA by terrain, but OTOH there would be worse spoting, targeting and maybe a chance of crash, plus say more opportunities for light AAA. But this would be mostly useful in MBT, as it would be a way to avoid SAMs, and anyway would be too much coding for too little gain so not gonna happen

(oops... seems I have a literary streak this evening So many words...)
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Old November 15th, 2009, 06:49 AM

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Default Re: spww2 warzone (ideas for the nextgen)

What about the engenieers ability to remove obstacles? Could we make to be able to decide to remove something or not? It's really annoying, that my man is sitting in a trenchline, before them lays a big field of mines, and my soldier clears a way for the attacker I wish this would be fixed

And for the air... I think controlling the airspace is vital for the ground units... So I think development of the airfight is necessary. And for the bailing out... bombers don't run with only one pilot... they are also a crew.

Don't get me wrong, I don't want to be smarter than any of you. I just want to make this game as real as it can get
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Old November 15th, 2009, 07:31 AM
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Default Re: spww2 warzone (ideas for the nextgen)

Agree clearing your own stuff is a problem but this is a very old game, pretty sure if it could be fixed it would have been. The AI on occasion clears its own stuff but you know to leave a one hex space so they dont so not realy a problem for you. Mines & wire are better placed a few hexes away from your troops so they are dealing with when you open up. Alternativly stager a bit with gaps & place your units to engage just after pass through. Now routing units run into them great fun.

Most people do not use bombers very often okay you could argue Stukas Sturmovicks etc 2 men but as said whats the point adds nothing to game play they would try & hide till can make ther way back or surrender.

This is a ground combat game as said previosly air is dealt with abstractly when set to XXX or by you if set number allowed, the games flexible like that its your call.
You want it to be real how often do you think air is intercepted over the battlefield?
WW1 no radar & yes can happen but WW2 they get engaged on the way to or from there strike most times dictated by best intercept vector or shot at by ground units at the target area, thats exactly what the game models which is far more realistic than your idea.
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Old November 16th, 2009, 05:27 AM

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Default Re: spww2 warzone (ideas for the nextgen)

Quote:
Originally Posted by Imp View Post
Agree clearing your own stuff is a problem but this is a very old game, pretty sure if it could be fixed it would have been. The AI on occasion clears its own stuff but you know to leave a one hex space so they dont so not realy a problem for you. Mines & wire are better placed a few hexes away from your troops so they are dealing with when you open up. Alternativly stager a bit with gaps & place your units to engage just after pass through. Now routing units run into them great fun.

Most people do not use bombers very often okay you could argue Stukas Sturmovicks etc 2 men but as said whats the point adds nothing to game play they would try & hide till can make ther way back or surrender.

This is a ground combat game as said previosly air is dealt with abstractly when set to XXX or by you if set number allowed, the games flexible like that its your call.
You want it to be real how often do you think air is intercepted over the battlefield?
WW1 no radar & yes can happen but WW2 they get engaged on the way to or from there strike most times dictated by best intercept vector or shot at by ground units at the target area, thats exactly what the game models which is far more realistic than your idea.
I see... when I said realaistic... I meant the whole game. I think this game has potential to simulate reallike ww2 battles, and modern engagements(MBT). I'm thinkig about to improve the unitselection screen. I had an idea to put another step between the buying and deployment phase. It could be called organizing screen or something liket that. There the player could decide wich units should be commanded by what unit, the motorized units could board their transport vehicle (trucks, airplanes, gliders). For PBEM games, the commander could give objectives which will be represented by a flag (idea is great in the rivalgame)

About unit informations... its poor. How could we improve? We should make a research thread so all player could copy in his informations about units.

What about buyable commanders?

It would be great to be able to buy just a commandunit. We could decide we want an armor commander or an infantry.
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