ToW vs ToF

Time of Fury spans the whole war in Europe and gives players the opportunity to control all types of units, ground, air and naval. Not only that, each player will be able to pick a single country or selection of countries and fight his way against either the AI or in multiplayer in hotseat or Play by E-Mail. This innovative multiplayer feature will give player the chance to fight bigger scenarios against many opponents, giving the game a strategic angle that has no equal in the market. The game uses Slitherine’s revolutionary PBEM++ server system.

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bairdlander2
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ToW vs ToF

Post by bairdlander2 »

I tried the demo for ToW,didnt care for it.What improvments or changes are in ToF?
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Flaviusx
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RE: ToW vs ToF

Post by Flaviusx »

1. Customizable tech. Every time you reach a new tech level in any particular area you're given a menu of choices. Cost reductions, AP increases, etc. Tech is no longer generic and the choices can have a pretty major cumulative impact. Each nation is made more unique as a result. This increases replayability.

2. Tech slowdown. This is now 50% harder to obtain. That's a good thing, as it was too easy before to run through all 5 tech levels in a given area in 2-3 years. Now each tech advance is taking up to 18 months even with full investment.

3. Economics of airpower. In wrath air forces were dramatically overpriced in relation to their results and effectiveness. Those costs have dropped in relation to the benefits and airpower plays a larger role in this game.

4. Aesthetics. The game is prettier. They adopted a lot of the old mods and baked them right into the game. And the game is easily modable to suit any given taste.

5. Naval warfare. Many new ship types in this game. And far more sea zones, which leads to a more dynamic naval system. You can't just dump everything in one or two zones and call it a day, particularly in the atlantic.
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Razz1
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RE: ToW vs ToF

Post by Razz1 »

Naval warfare is completely changed and takes thought to implement a strategy.

Submarines ca sink transports and starve England.

AI completely re-worked and will not sit in a sea zone to be bombed to death.

AI Amphibious assaults work very well.

Each country is unique and has it's own set of combat statistics.

Air war is changed.
There is a battle for the skies for Britain.

No more trench warfare, can shift units from rear. Can split units into another unit.

Africa is not a cake walk.

Winter will make you cry when your fighting Stalin.

Strategic bombing works and the AI uses it... Mu ha ha

So much more.

Already we have people thinking the game is hard. So many new functions to learn and test.
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Razz1
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RE: ToW vs ToF

Post by Razz1 »

Here is an old list I made


better graphics

photo's of units

many choices of unit icons and map displays

Improved sea battle

more sea zones

Ability to constrain PP production via submarines ( from what I can see, we need to increase this effect, need more testing)

Several scenarios

improved air combat

improved combat reports

More reports available

Railroad needed for strategic movement

Railroads can be destroyed

Attrition

Improved events

Improved supply constraints.

I know there is more.
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bairdlander2
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RE: ToW vs ToF

Post by bairdlander2 »

Thanks.
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