Search found 22 matches

by royson58
Sun Sep 25, 2005 7:04 pm
Forum: Gary Grigsby's World at War - Support
Topic: Super Infantry has to go
Replies: 14
Views: 172

RE: Super Infantry has to go

<t> I'm not a big fan of Super anything. However, keeping the current improvement rules, a tweaking of combat modifiers might be appropriate. That way, 3 WA infantry don't go on an offensive against the whole Japanese occupation forces in China, and without being touched.<br/>
<br/>
--Royson58 ...
by royson58
Sun Sep 25, 2005 3:32 am
Forum: Gary Grigsby's World at War - Support
Topic: Gibraltar...too many units
Replies: 9
Views: 221

RE: Gibraltar...too many units

von_Schmidt, you're correct!

I hadn't noticed that the Allies had taken the Azores.

Thanks!

--Royson58--
by royson58
Sun Sep 25, 2005 3:29 am
Forum: Gary Grigsby's World at War - Support
Topic: Super Infantry has to go
Replies: 14
Views: 172

Super Infantry has to go

<t> It's getting pretty boring in any game going into 1946, when the WA has developed their Super Soldiers. By this time, they are virtually untouchable, which makes for a very boring, very unrealistic, game.<br/>
<br/>
I would actually prefer that infantry could not be improved over what they ...
by royson58
Wed Sep 21, 2005 10:28 pm
Forum: Gary Grigsby's World at War - Support
Topic: Gibraltar...too many units
Replies: 9
Views: 221

RE: Gibraltar...too many units

For some reason (bug, maybe?), Portugal was a dark gray, just like most German territories, before I had even invaded Spain, and never touched Portugal.

Regards,
Royson58
by royson58
Mon Sep 19, 2005 10:17 pm
Forum: Gary Grigsby's World at War - Support
Topic: Stupid defenders
Replies: 0
Views: 57

Stupid defenders

<t> I noticed in a recent battle that German defenders got two hits on an attacking Russian militia unit, and wasted a chance to take out another unit, when the militia was already dead. The second hit was registered by an armor unit, which could have attacked an infantry or artillary (no Russian ...
by royson58
Mon Sep 19, 2005 10:13 pm
Forum: Gary Grigsby's World at War - Support
Topic: Gibraltar...too many units
Replies: 9
Views: 221

Gibraltar...too many units

<t> After capturing Gibraltar through Spain, Germany has a whole lot of territory to defend from a sea borne invasion. I think it would be more correct if Portugal was neutral to start, forcing the Allies to pay for invading her. There should then be some limits placed on Gibraltar concerning units ...
by royson58
Thu Jun 16, 2005 3:21 am
Forum: Gary Grigsby's World at War
Topic: Spain
Replies: 38
Views: 494

RE: Spain

<t> Actually, my suggestion was not intended to punish Germany for taking Spain. It was to raise doubt in the German and WA player's minds as to what the actual cost will be. The random number could mean that it would cost Germany less supply to invade Spain. Less like chess, more like poker. <br ...
by royson58
Wed Jun 15, 2005 2:50 am
Forum: The War Room
Topic: Too much improvement?
Replies: 19
Views: 359

RE: Too much improvement?

<t> What I'd much prefer is a variety of ways to deal with a variety of threats. Simply hit 'em with more if their bigger is a strategy, but somewhat limited and, frankly, boring. <br/>
<br/>
I'd much prefer bonuses for combined arms, both offensively and defensively. There are tons of preferences ...
by royson58
Wed Jun 15, 2005 2:22 am
Forum: Gary Grigsby's World at War
Topic: Spain
Replies: 38
Views: 494

RE: Spain

<t> I think one thing that could easily be changed, so as to make the Spainish Option more difficult, is too make the "political" penalty (in this game, supply) a variable number. Optionally, the Spanish troops we see are an "estimate". <br/>
<br/>
"Fog of War" should be much more than seeing or ...
by royson58
Sun Jun 12, 2005 6:55 pm
Forum: The War Room
Topic: Too much improvement?
Replies: 19
Views: 359

RE: Too much improvement?

<t> Hi, Aletoledo.<br/>
<br/>
Thanks for the input. I shouldn't complain too much, as I won the game. I also understand there are issues of balance.<br/>
<br/>
Perhaps one solution would be to have new units introduced at a certain point. Example, infantry would have a limit, but at some point a ...
by royson58
Sat Jun 11, 2005 3:36 am
Forum: The War Room
Topic: Too much improvement?
Replies: 19
Views: 359

RE: Too much improvement?

<t> Webizen:<br/>
<br/>
Thanks for the input. While I agree with you on a historical basis about units not being totally destroyed, in terms of gameplay, we're talking only 1 hit in 9 attacks vs. 1 hit in 1 attack for the super soldier; while when defending in the same terrain, the Japanese scored ...
by royson58
Thu Jun 09, 2005 2:39 am
Forum: The War Room
Topic: Too much improvement?
Replies: 19
Views: 359

Too much improvement?

<t> In a recent game as Japan v. WA, it was apparent the the WA had developed the Super Soldier. 7 WA infantry attacked my combined force of 3 infantry (improved 1 point evasion), 2 artillary, 1 armor, 1 fighter and 1 tac bomber in Mandalay (rough terrain). My losses were 2 infantry and both ...
by royson58
Tue Jun 07, 2005 4:24 am
Forum: Gary Grigsby's World at War - Support
Topic: How about "gearing" up production
Replies: 2
Views: 74

RE: How about "gearing" up production

<t> I agree that I hate to add another layer of complexity just for complexity sake. <br/>
<br/>
I think the current system allows players (especially the WA) to switch production in a manner that is not only unrealistic (even for a super industrial nation), but allows some players (WA again) to ...
by royson58
Mon Jun 06, 2005 2:07 am
Forum: Gary Grigsby's World at War - Support
Topic: Two advantages to updates
Replies: 1
Views: 85

Two advantages to updates

There are two advantages to each release update:

1) The obvious that it corrects problems;

2) As the combat issues get solved, it makes it a whole new game to play!
by royson58
Mon Jun 06, 2005 2:02 am
Forum: Gary Grigsby's World at War - Support
Topic: How about "gearing" up production
Replies: 2
Views: 74

How about "gearing" up production

<t> Has there been any discussion about "gearing" up production? This is kind of like research is currently, where you couldn't just build as many of one thing one turn, another the next, etc. You could only build one more than what you built last turn. This could be applied to a country as a whole ...
by royson58
Wed Jun 01, 2005 7:07 pm
Forum: The War Room
Topic: Ideas on Japanese supply needs?
Replies: 4
Views: 117

Ideas on Japanese supply needs?

What do you consider the minimun number of supply points Japan needs on hand on the turn they attack the WA? What amount is an ideal (but realistic) total?

Also, do you prefer to take on Pearl when you attack the WA, or have another strategy?

--Royson58--
by royson58
Mon May 23, 2005 9:42 pm
Forum: Gary Grigsby's World at War
Topic: Italian Navy whoas continue...
Replies: 5
Views: 126

RE: Italian Navy whoas continue...

<t> I understand the idea that the Med was still a pretty big place to hide back then. My complaint was that in several games, including the newest patch, a lone Brit or two (silly AI) would take on the entire Italian fleet, and not once has an Italian heavy fired it's guns. But a huge Allied fleet ...
by royson58
Mon May 23, 2005 12:16 am
Forum: Gary Grigsby's World at War
Topic: Italian Navy whoas continue...
Replies: 5
Views: 126

Italian Navy whoas continue...

<t> The Italian Navy just can't seem to get a break. In today's game w/ 1.033, a lone Brit light fleet sailed in against the entire Italian Navy. The Brit light fleet fired, a hit, v. a light fleet. The light fleet responds with a miss. The other Italian ships do nothing! <br/>
<br/>
It seems ...
by royson58
Mon May 16, 2005 2:18 am
Forum: Gary Grigsby's World at War - Support
Topic: Population during production
Replies: 1
Views: 45

Population during production

Can you explain how the population numbers (e.g. 1/1 or 1/-1 in Rumania) bears on that production? If it's a negative, is production selectively built by the computer?

Regards,
--Royson58--
by royson58
Fri May 13, 2005 4:03 am
Forum: Gary Grigsby's World at War
Topic: Upcoming Patch Release Notes (unofficial)
Replies: 28
Views: 553

RE: Upcoming Patch Release Notes (unofficial)

<t> Sounds great! Here's a few other items that could be improved, but aren't bugs:<br/>
<br/>
1) After production, prompt player to spend research before ending phase;<br/>
<br/>
2) When more than one type of attack can occur, allow battle odds calculator to determine the different odds. It'd ...

Go to advanced search