WW2...??
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SMK-at-work
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WW2...??
you know compared to the 2 current "strategic" WW2 offerings, I reckon this game has strategy "right" - the right scale, the right level, the right choices to be made......I'd be dead keen to see the system adapted to WW2 in Europe......[&o][&o]
Meum est propisitum in taberna mori
RE: WW2...??
ORIGINAL: SMK-at-work
you know compared to the 2 current "strategic" WW2 offerings, I reckon this game has strategy "right" - the right scale, the right level, the right choices to be made......I'd be dead keen to see the system adapted to WW2 in Europe......[&o][&o]
[:)] Comparing to one of them that I am thinking of, please hurry Frank! [&o]
RE: WW2...??
Honestly from what i have seen so far this system would not work well with a WW2 theme. Totally different style of warfare.
Corey
Corey
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SMK-at-work
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RE: WW2...??
Well you'd need new corps types for armour & motorised/mechanised (with enough movement to reach Minsk from the 1941 border in 1 move....!!) and you might want to have some combat DURING movement for them
You'd have to expand the air rules obviously, but I think the production system, the purchase system, the naval system, the strat movement system & the naval system (esp sub warfare) are all fundamentally good. The combat system is probably fine - although you'd probably get rid of most of hte artillery - just have super-heavy seige arty as a unit of its own perhaps.
Edit: and IMO the command system is freaking brilliant - having to lay in supplies is something that I've not seen this well done in any game....ever.
You'd have to expand the air rules obviously, but I think the production system, the purchase system, the naval system, the strat movement system & the naval system (esp sub warfare) are all fundamentally good. The combat system is probably fine - although you'd probably get rid of most of hte artillery - just have super-heavy seige arty as a unit of its own perhaps.
Edit: and IMO the command system is freaking brilliant - having to lay in supplies is something that I've not seen this well done in any game....ever.
Meum est propisitum in taberna mori
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SMK-at-work
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RE: WW2...??
don't get me wrong - there would be many changes required, but I suspect the systems aer suitable for all sorts of things - I've got any numbe of ideas!![8D][8D]
Probably month long turns, with 2 or 4 phases (representing 2 or 1 week per phase). "Activation" might last an entire turn (rather than phase) representing improved supply systems. A Strat phase each turn.
I'd keep entrenchments - people did still dig in - but tank/armoured units would affect them as they do now...only more so.
Naval would need more sea zones "off the map" to represent the sub war better - mid Atlantic, south Atlantic, Caribean, Arctic probably.
Modifications to air power - research split betwen fighter, tac air and strategic bomber is enough IMO, ability to use airpower to patrol sea zones (small chance of hitting subs, increases chance of surface foces catching them & decreases sub effectiveness).
Strat Air probably works much like air now but have a certain number of resource/industry targets that can be hit each turn depending on numbers instead of hexes scouted for land combat - but any 1 hex can only be hit once each turn. Escort fighters lower losses, home defence fighters and AA increases them & decrease bombing effectiveness. Tech research increases range, effect. Transport is a generic target & hits decrease strat movement.
Transport also affects production (much of the increased German production in late WW2 was useless because lack of transport meant distributed manufacture couldn't be bought together for assembly, and lack of transport affected fuel deliveries)
Tac Air - much as now, but scouted hexes improve combat of ground forces attackign instead of artillery shooting
fighters - can patrol (for intercept), escort. Patrol functions improved by research into electronics (radar) - Brits start with an advantage over the UK
Need a carrier naval unit type - can usually hit other units without beign attacked in return (has a small chance of being caught - eg Glorious), can provide limited air cover to land units, but not nearly enough to counter a "real" land based airforce.
Axis would be able to assign shipping to "internal Europe" to support industry - would ahve to choose to use this shipping to invade England for Sealion if desired, thus taking a hit on production (something not well covered by other systems at all)
Possibly use resources to buy industry rather than production pints - industry then produces production points - so if you invest heavily in fighter a/c you can't just quickly change it to making heavy bombers (can do, but at some delay) or shipping (can do but a realy LONG delay)
Factories must have locations - eg can't build a ship-building factory (shipyard) at Kiev or Berlin & are cheaper to build in locations where similar already exists?
Can shift factories - Soviet system - relatively easy to shift, quality takes a big hit, Capitalist system - takes longer to shift, but not such a decrease in quality?
Probably month long turns, with 2 or 4 phases (representing 2 or 1 week per phase). "Activation" might last an entire turn (rather than phase) representing improved supply systems. A Strat phase each turn.
I'd keep entrenchments - people did still dig in - but tank/armoured units would affect them as they do now...only more so.
Naval would need more sea zones "off the map" to represent the sub war better - mid Atlantic, south Atlantic, Caribean, Arctic probably.
Modifications to air power - research split betwen fighter, tac air and strategic bomber is enough IMO, ability to use airpower to patrol sea zones (small chance of hitting subs, increases chance of surface foces catching them & decreases sub effectiveness).
Strat Air probably works much like air now but have a certain number of resource/industry targets that can be hit each turn depending on numbers instead of hexes scouted for land combat - but any 1 hex can only be hit once each turn. Escort fighters lower losses, home defence fighters and AA increases them & decrease bombing effectiveness. Tech research increases range, effect. Transport is a generic target & hits decrease strat movement.
Transport also affects production (much of the increased German production in late WW2 was useless because lack of transport meant distributed manufacture couldn't be bought together for assembly, and lack of transport affected fuel deliveries)
Tac Air - much as now, but scouted hexes improve combat of ground forces attackign instead of artillery shooting
fighters - can patrol (for intercept), escort. Patrol functions improved by research into electronics (radar) - Brits start with an advantage over the UK
Need a carrier naval unit type - can usually hit other units without beign attacked in return (has a small chance of being caught - eg Glorious), can provide limited air cover to land units, but not nearly enough to counter a "real" land based airforce.
Axis would be able to assign shipping to "internal Europe" to support industry - would ahve to choose to use this shipping to invade England for Sealion if desired, thus taking a hit on production (something not well covered by other systems at all)
Possibly use resources to buy industry rather than production pints - industry then produces production points - so if you invest heavily in fighter a/c you can't just quickly change it to making heavy bombers (can do, but at some delay) or shipping (can do but a realy LONG delay)
Factories must have locations - eg can't build a ship-building factory (shipyard) at Kiev or Berlin & are cheaper to build in locations where similar already exists?
Can shift factories - Soviet system - relatively easy to shift, quality takes a big hit, Capitalist system - takes longer to shift, but not such a decrease in quality?
Meum est propisitum in taberna mori
RE: WW2...??
ORIGINAL: SMK-at-work
you know compared to the 2 current "strategic" WW2 offerings, I reckon this game has strategy "right" - the right scale, the right level, the right choices to be made......I'd be dead keen to see the system adapted to WW2 in Europe......[&o][&o]
[:D]
I don't know, that game is actually pretty good. Makes a great counter-balance to GOA. Between the 2, the wife is getting ready to smash the old PC into a million pieces.
I for one love the idea of a points system to level out the offensive capabilities of each of the armies. CEAW kinda has it with the oil consumption rule but it does not balance as well as the points system in GOA. Somewhere in there may lie the perfect balance. And yes, it seems impossible to model sub warfare in a hex (or square) based system. GOA's system might help there.
I'm no grognard. All but the lamest AI will give me good fight. Exact unit modeling and 99% pre-determined results kinda kill the fun, IMHO. I will deliberately ignore all but the most basic mathematical balances in favor of a games "feel." WWI as a game that should be a slugging match. GOA does it great. WWII I want to see blitzkrieg, deep armor penatrations, encirclements, air power; the lot. I don't know how well the GOA engine would model that.
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SMK-at-work
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RE: WW2...??
I play both "those other games" & both of them are good games as far as they go....but I find them light on reasonable "simulation".
I agree you'd need blitzkrieg, airpower, etc - I can think of any number of ideas.......far too many to make a good game....I always need someone to distill them down into something useful!! [:D]
I agree you'd need blitzkrieg, airpower, etc - I can think of any number of ideas.......far too many to make a good game....I always need someone to distill them down into something useful!! [:D]
Meum est propisitum in taberna mori
- 06 Maestro
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RE: WW2...??
As the scale says to the fat lady, "one at a time please". This game is still in need of some tweeking by Mr. Hunter. Lets not be distractors here.[:)]
It would be nice if the 1st patch would be ready in a week. I would like to think that when I hit the "Guns of August TureUpdate" (no typo, hint, hint) my game will be made near perfect.
I have no doubt that F. Hunter can create a first class WW2 game, but a concentration of effort on GOA is in order now.
It would be nice if the 1st patch would be ready in a week. I would like to think that when I hit the "Guns of August TureUpdate" (no typo, hint, hint) my game will be made near perfect.
I have no doubt that F. Hunter can create a first class WW2 game, but a concentration of effort on GOA is in order now.
Banking establishments are more dangerous than standing armies.
Thomas Jefferson
Thomas Jefferson
RE: WW2...??
GoA is a great little wargame. With the required tweaking I'm sure Frank could accommodate a healthy variety of conflicts and periods with this engine. Regardless of what the future holds though, I'm really enjoying GoA and suspect I'll be playing it for a long time to come.
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FrankHunter
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RE: WW2...??
I don't think I'll be venturing into WW2 any time soon. I did do some prototypes of games using the GoA system just to see how it might work, but none of them were strategic WW2.
RE: WW2...??
To be honest, there's by now so many WW2 games in all colors, shades and flavors that I am crawling-on-my-knees-grateful for every game (be it tactical, operational or strategic, action game or RTS) that is about a different historical period than WW2. 
One Strikeout is a Tragedy, a Million Strikeouts are a Statistic.
- Stallin' Joe Dshugashvili, Manager of the Moscow Red Stars, 1922 - 1953
- Stallin' Joe Dshugashvili, Manager of the Moscow Red Stars, 1922 - 1953
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SMK-at-work
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RE: WW2...??
I'll never tire of the WW2 period either. 
- sol_invictus
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RE: WW2...??
Frank, don't waste your time and talent on the well-worn path of WWII. Being independent gives you the freedom to cover conflicts that the bigger guys won't touch.
"The fruit of too much liberty is slavery", Cicero
RE: WW2...??
Arinvald, according to Frank's post above, I think you can rest easy.
- sol_invictus
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RE: WW2...??
Yeah, to many great but untapped eras that Frank can delve into. I am looking forward to Imperial Ambition, but I imagine it will be several years before we see that one.
"The fruit of too much liberty is slavery", Cicero
RE: WW2...??
A favorite period of mine, so I'm looking forward to this one too. GoA is the first title I've tried from Frank, and based on it alone--Imperial Ambition is a definite buy for me.ORIGINAL: Arinvald
Imperial Ambition
- sol_invictus
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RE: WW2...??
Yes, definite buy, sight unseen. AGEOD's Vainglory of Nations should also be very good. It covers that same era.
"The fruit of too much liberty is slavery", Cicero
RE: WW2...??
AGEod, a favorite developer of mine. Their upcoming VgN title will no doubt be a quality product, much like BoA and AACW. They're using a new artist for VgN, and based on the screens I've seen thus far--it's looking fantastic. I'm still convinced their lead developer, Philippe Malacher (aka Pocus), is a machine and not flesh and blood. 
- sol_invictus
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RE: WW2...??
Yeah, he is amazing. I rarely buy a PC game from a big Developer anymore. The small independents, like Frank(Adanac) and Pocus(AGEOD), is where the quality work is being done.
"The fruit of too much liberty is slavery", Cicero


