Ideas for patch

Adanac's Strategic level World War I grand campaign game designed by Frank Hunter

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hjaco
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Joined: Fri Mar 23, 2007 4:09 pm

Ideas for patch

Post by hjaco »

Hi,

First thx for a great WW1 game. Having played world in flames and therefore also Fatal Alliances (WIF in WW1) as a boardgame, i really have missed an easy to go simulation of WW1.

Keeping most on a high strategic level adds colour to this game, as too many detailed tactic considerations would reveal shortcomings in comparison to WW2 games i.e. lack of blitzkrieg, ground strike.

I am very picky about games, but this is truly a great game, especially because of its basically simple approach. A humble thank to Frank Hunter from Copenhagen [&o]

Anyway, some improvements can be made to this game. Some of them have already been discussed elsewhere, the most obvious is designation of sea zones.

I am afraid there is a lot. Hope it will prove useful [;)]

Here are some "must" in my point of view:

1) There really should be some help to how many unused amphibious points you have left. Having to remember bewteen strategy phases, exactly which unit is supposed to be transported to where is cumbersome.

My suggestion is, that when you choose the amphibious option for a unit, the potential usage of moving that unit to a particular hex is shown in exactly the same manner as for strategic movement.

Similarly the number of unused amphibious points should be shown somewhere.

2) The addition of the Kiel canal is really needed. However it should only be a freebie for transfer between Wilhelmshaven and Rostock.

3) Am i really the only guy, who have accidentally hit the "disband unit" function in the strategy phase ? An "undo" or "are you REALLY sure" function would be helpful - at least to me [:D]

4) There seems to be a restriction on how many infantry corps you can build for each country ? Why that ? If the manpower is available, why not be able to create more corps )

I repeatedly run into this problem with AH and yes, i have enough manpower and arms. The buy "Infantry" button is available on the buy units screen, but the cost is not depicted and nothing happens, when i click the button. When i disband a infantry corps, i can instantly buy it again (same designation) in the usual manner.

I only ever had this problem with AH though !

5) when building up an defensive line the obvious factors are strength points, readiness and supply level in the hex (apart from trenches and terrain). When hovering the mouse cursor over the hex, a depiction of modified combat strength would be most helpful,
saving time on cumbersome calculations, to find the most optimal defensive constellation (in the Alps for example).

6) A more difficult subject. Most WW1 ships were coal dependent and therefore did have a very short operation range. The experimental battlecruiser (especially the british) used oil, and was therefore more flexible in maneuvering and at higher speed. The cost though was mainly in armament and armour.

As a grand strategic game i have no problem with the Entente being able to more or less sail at will, but having the combined CP fleet operating in the atlantic or transferring to Trieste (in theory that is [:D]) is just over the hill. Those dreadnoughts would have run out of coal in the Faeroes gap if not sooner.

My suggestion is to limit surface warships to not being able to operate in an sea area, unless your side control a harbour bordering to that same sea area.

And then some nice ones to have:

7) What happened to Mountain corps ? AH and Italy had historically 1 each and Germany did have 2. When Assualt troops are possible so should MTN corps.

A suggested benefit could be better combat capability in mountains (big surprise).

8) Helsinki and Viborg lacks in annexed Finland. Quite important for opening a new front with Amphibious invasion by Germany.

9) Lending to minors should be possible - following the normal rules of course.

10) The build Queue on the production screen should also show the quality of coming units. Some mobilized units are of higher quality than others for example.

11) Why not be able to look at the status on your own ships in a sea area within the turn ? Multiple sea battles can have impact on coming turns and therefore the strategy in the ongoing turn ?

No changes should be possible within the turn of course !

12) Furthermore a running record on sunk ships on both sides should be available. After all it adds color to the game and are having influence on enemy morale.

13) It would be helpful to have units depicted on the minimap in the lover left corner. Yes, the scale would be like my private parts after a winter bath [;)]

14) Have some capital ships been omitted from the game ? RN & HSF is at something like 60 % of their historic strength. Furthermore capital ships under production when the war began are not being finished ? or are they just being added automatically at the appropriate juncture ?

15) I assume that Zeppelins and Gothas (bombers) are calculated into the aircraft research (at least their observer values).

What i am missing though, is their use in a strategic role, like Zeppelins bombing London. Their role in direct strategic bombing is negligible, but they did have a significant morale impact.

An option could be to add aa "strategic operation" feature on the airpower screen, whenever the necessary aircraft research level is reached. Historical i would suggest level 1 to be able to shoot down enemy planes at all, level 2 for adding observers (no changes), level 3 Zeppelin (only Germany) and level 4 Gothas. Level 3 could give a small chance and Level 4 a larger chance of inflicting a small random morale loss based on air strength.

No new aircraft units are really needed. It can be considered an intrinsic part of the aircraft strength on the appropriate front
choosing the strategic bombing target at random at that front.

I feel that the air system as it is, does not open for more details than this.

16) A more flexible automatic victory system should be available.

Choosing to force how many major powers to surrender would beef up playability especially against the AI.

17) Last and perhaps the most controversy. Like others i am in favor of the Entente being able to enter the Baltic, which was what they had planned for prewar. The new sea lord however was considerably more cautious, so this was never tested.

Some simulation of the mined belts in Denmark should be introduced though. It is too simple just to deny RN access to the Baltic or let them enter at will.

An option could be to include Denmark as a minor, and let control of Copenhagen decide access to the Baltic. The repercussion to other neutrals should have some impact in both directions (like Netherlands i would assume).

Another possibility is to add a "minefield" attack whenever ships are trying to enter/leave the Baltic through the North Sea.


Pheww, believe it or not that was all for now.
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sol_invictus
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RE: Ideas for patch

Post by sol_invictus »

I agree with almost all of your points, especially about restricting Naval Rebasing at long range and the ease that the TE has when it enters the Baltic.
"The fruit of too much liberty is slavery", Cicero
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