Offensive Emphasis

Fury Games has now signed with Matrix Games, and we are working together on the next Strategic Command. Will use the Slitherine PBEM++ server for asynchronous multi-player.

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SeaMonkey
Posts: 796
Joined: Sun Feb 15, 2004 3:18 am

Offensive Emphasis

Post by SeaMonkey »

Simple. I want the ability to upgrade my infrastructure. Don't care how the feature is implemented, but I want to be able to improve my supply status for a certain town, city, resource location, etc., through use of a unit(engineers?) and expenditure of MPPs. I want to extend a rail line or a roadway and of course my plans are interruptable by enemy actions, but if I secure my lines of communication, I want to project power using my superior logistics.
SeaMonkey
Posts: 796
Joined: Sun Feb 15, 2004 3:18 am

RE: Offensive Emphasis

Post by SeaMonkey »

Since there are a number of different reasons why air combat units are more proficient at shorter ranges, I would like to see the percentage of target hit probabilities diminish as the range increases. This feature would also incite players to capture bases closer to the more imminent combat theaters.
TigerTC
Posts: 305
Joined: Fri Feb 16, 2007 2:06 pm

RE: Offensive Emphasis

Post by TigerTC »

ORIGINAL: SeaMonkey

Since there are a number of different reasons why air combat units are more proficient at shorter ranges, I would like to see the percentage of target hit probabilities diminish as the range increases. This feature would also incite players to capture bases closer to the more imminent combat theaters.

I like this.
SeaMonkey
Posts: 796
Joined: Sun Feb 15, 2004 3:18 am

RE: Offensive Emphasis

Post by SeaMonkey »

Kind of solves the dilemma of skipping island bases to go directly for the Japanese mainland.
SeaMonkey
Posts: 796
Joined: Sun Feb 15, 2004 3:18 am

RE: Offensive Emphasis

Post by SeaMonkey »

For the naval side of SC, what if depending on the naval icon chosen for the deployment we have a difference of actions based solely on the geographical location. For example a DD unit would project more convoy anti-submarine consequences and that radius of effectiveness extends with the level of research attained by the unit. So a 3 level anti-submarine unit would project its efforts on a 3 hex radius, 7 total taking the deployment hex into consideration.

Now what does that do to play? First of all, we may not need as many units and secondly they may not need moving around as much, less tedium, less build efforts. Of course they won't be able to stay on station indefinitely and would have to make a port stop occassionally.

How about a cruiser based task force? Interdiction, shore bombardment, search aspects(enemy revealment) and all occurring automatically, the owning player need only deploy the unit and leave it a turn.

What could be done with BBs and CVLs, not to mention CVs, remembering that the effects of the deployments are projected and automatically applied by the game engine?
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