22 Jun 41 Disabled FoW for Axis

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AlbertN
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22 Jun 41 Disabled FoW for Axis

Post by AlbertN »

As per the topic.

I feel most of the multiplayer games will have Fog of War as default. Which is normal.
But on Axis T1 a player will know / learn / note down / which Soviet units are where.

I am not sure how hard it may be to code but I think it can come handy that Axis has no FoW for their first turn; that beyond the fact on Soviet T1 the FoW will kick in.
Aurelian
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RE: 22 Jun 41 Disabled FoW for Axis

Post by Aurelian »

ORIGINAL: Cohen_slith

As per the topic.

I feel most of the multiplayer games will have Fog of War as default. Which is normal.
But on Axis T1 a player will know / learn / note down / which Soviet units are where.

I am not sure how hard it may be to code but I think it can come handy that Axis has no FoW for their first turn; that beyond the fact on Soviet T1 the FoW will kick in.

They had no knowledge of the second and third echelons in actuality.
Building a new PC.
AlbertN
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RE: 22 Jun 41 Disabled FoW for Axis

Post by AlbertN »

What I mean is that rearlines will always be there, maybe randomized some in morale but that's it. There is no random reshuffle on Turn One deployment.
Anyhow it is a commodity of life - nothing stops someone to have taken notes, made screenshots, or go by (exceptional!) memory!
Aurelian
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RE: 22 Jun 41 Disabled FoW for Axis

Post by Aurelian »

And if you're going to do that, then you might as well turn off FOW for the Russians through most of the game since between what the Allies provided and they themselves discovered they pretty much knew what the Germans were doing.
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SparkleyTits
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RE: 22 Jun 41 Disabled FoW for Axis

Post by SparkleyTits »

I think Cohen is suggesting that because all players will learn the placement of every single Russian unit on T1, through mass repetition, we hasten that process of perfecting/practicing/playing Axis T1 with a no FOW option?

I don't think he is coming at the suggestion from any historical angle, if I am understanding correctly, merely a pragmatic one?
AlbertN
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RE: 22 Jun 41 Disabled FoW for Axis

Post by AlbertN »

Sparkley has got it in a correct way.
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loki100
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RE: 22 Jun 41 Disabled FoW for Axis

Post by loki100 »

ORIGINAL: SparkleyTits

I think Cohen is suggesting that because all players will learn the placement of every single Russian unit on T1, through mass repetition, we hasten that process of perfecting/practicing/playing Axis T1 with a no FOW option?

I don't think he is coming at the suggestion from any historical angle, if I am understanding correctly, merely a pragmatic one?

but that misses a key change in WiTE2, yes you can learn the locations but the practical strength of a given Soviet formation varies from start to start and that uncertainty is lost with FoW off. It matters as there are a few that in one set up can be shifted by a regimental attack and the next time demand a full division.

In effect having to over-commit on CPP loss is an important part of the game design?
SparkleyTits
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RE: 22 Jun 41 Disabled FoW for Axis

Post by SparkleyTits »

Yeah, I'd say only movement FOW would make sense, for the same reasons as Loki suggests

You can also load up 2 instances of the game, one to practice Axis opening, one with Sov turn 1 placements
It's unintuitive and unintended but it's there
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