Battle progression idea

VR designs has been reinforced with designer Cameron Harris and the result is a revolutionary new operational war game 'Barbarossa' that plays like none other. It blends an advanced counter pushing engine with deep narrative, people management and in-depth semi-randomized decision systems.

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Delaware
Posts: 234
Joined: Tue Aug 06, 2013 2:51 am

Battle progression idea

Post by Delaware »

I own both WITE and Case Blue and while I like the scope and look of your game vs. "the other" I do find the battle sequence a bit tedious, where I have to click air and artillery assets separately. Have you given thought, lacking orders otherwise, nearby air and artillery assets automatically joining in an attack, as in WITE? It's just the system as is has a lot of mouse clicks as is. ClICK to chose target, CLICK to add attacking assets, CLICK to remove assets if you use ALL option, CLICK to resolve, CLICK select victorious unit, CLICK to move into vacated hex.

Am I missing something to make it more streamlined? When you have a front of 40 units, those clicks add up
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Vic
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RE: Battle progression idea

Post by Vic »

Hi Delaware,

What really helps a lot is to use the hotkeys.

Click an enemy unit. Press 'A' for attack. ( or 'B' for bombard , or 'Z' for airstrike)
Select a friendly unit. Press 'Space' for adding to the attack-stack. (or space again to deselect)

Click a friendly unit. Press 'M' to move.

The hotkeys can really make your life more pleasant when playing DC.

Best wishes,
Vic
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Delaware
Posts: 234
Joined: Tue Aug 06, 2013 2:51 am

RE: Battle progression idea

Post by Delaware »

Thank you Vic. I hoped that my tone wasn't flippant or disrespectful. I admire your games and look forward to Barbarossa.
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Vic
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RE: Battle progression idea

Post by Vic »

No worries. Criticism is the key to improvement. I always listen, though not always have time to advance on all fronts on the same time :)
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