ORIGINAL: Red Lancer
For Prep Pts see Post 560 : tm.asp?m=3933956&mpage=19&key=
The rules have recently changed but you get the idea (no pun intended).
Thank you. It sounds like a good system to make "freshness" matter.
Moderators: Joel Billings, elmo3, Sabre21
ORIGINAL: Red Lancer
For Prep Pts see Post 560 : tm.asp?m=3933956&mpage=19&key=
The rules have recently changed but you get the idea (no pun intended).
ORIGINAL: morvael
Interestingly, being given (rare) leave, didn't reduce PTSD for the Germans. First, the soldiers had to suffer partisan attacks on their way home, then suffer Allied bombing, seeing civilians die (perhaps even some known to them personally), then suffer partisan attacks on their way back.
ORIGINAL: sillyflower
ORIGINAL: morvael
This effect is clearly depicted in all diaires of privates from Eastern Front. Everyone has a point at which his psyche is permanently affected by the horrors of war. You need fresh recruits to overcome this, but Germans were forced to rely a lot on recycled manpower, and so it was overall dropping in quality. You gain experience fighting, but also accumulate "insanity points" to borrow a term from some other game. At some point the penalty from the second factor becomes dominant. I don't understand your comments, this is not advice, just an observation that there is long term fatigue (psychical) beside short term one (physical).
And indeed in all armies at all times though no doubt at different levels in different times and different cultures. An absolutely excellent book that describes the problem in a tough Scottish infantry unit on the west front in '44-'45, is 'With the Jocks' by Peter White
ORIGINAL: Red Lancer
I cannot envisage any major changes in WitE2 to the current system as to how MORALE, EXPERIENCE and FATIGUE influence combat and movement.
ORIGINAL: Red Lancer
@ Bletchley_Geek
Thanks for the post. I will try and answer most of your questions within the leeway that I have (I’m able to give an semi-official slant on where we are – so what I say may be wrong or changed at a later date.)
ORIGINAL: Red Lancer
The first thing to highlight is that the origins of the WitE2 code started when WitW split from the original WitE code. I guess that this was probably 2 years before morvael began his changes. This means that morvael’s changes have had no direct impact on WitE2. This may fill you with horror but many of the changes and bug fixes that morvael has made were never required as the code had already moved on. There is a view that WitW was just WitE in the west and WitE2 will be WitW in the east. Nothing is further from the truth. The games are evolutionary.
ORIGINAL: Red Lancer
Much of my responses question whether it is worth the effort. It is one thing to ask for a change and yet another to deliver it. Many changes are not simple to deliver as decisions on the structure of the code made a decade ago present serious challenges now. What might appear simple takes many hours reworking the entire game data structure. Last night I asked Pavel to make a change to the colour coding of text in the editor. I hope it’s simple and it will make my life much easier but every second he spends doing it (if he does) is a second not spent working on the code elsewhere.
ORIGINAL: Red Lancer
I agree in part with your comments on morale, fatigue and experience. This is an area in flux and we may yet change the term morale. I disagree on providing a complete breakdown on how the factors interplay. For one I think the effort is too much and secondly I think it runs counter to the nature of warfare. I think you might be surprised how much fatigue does play a role in the combat iteration of the combat engine and you can already see this with WitW. It is now supplemented by the combat preparation rules and of course sufficient supply is also a vital factor.
ORIGINAL: Red Lancer
As I said earlier WitE2 is evolutionary. Even with retaining some of the same key components, development takes a number of years. Much is gained by utilising experience from previous work and understanding how changing some of the key inputs work. Another key factor is delivering a game with a top quality AI. Many players don’t want to PBEM. The more vocal members of the community are PBEM players and that can lead forum readers to a skewed view on where priorities lie.
ORIGINAL: Red Lancer
In response to your questions:
ORIGINAL: Red Lancer
1) We won’t be moving away from 1 week turns but we are doing all we can to reduce the burden on the player. The creation of ‘Air Divisions’ is all about simplifying the control of multiple air groups.
ORIGINAL: Red Lancer
2) I would argue Hasty Attacks are already the default. The combat engine in WitE2 is producing a very different game to WitE.
ORIGINAL: Red Lancer
3) Already the case – and we introduced Hex Combat Delay in WitW.
ORIGINAL: Red Lancer
4) I presume you mean when units are next to each other in a hex and not as part of the combat routine. ZOC costs already provide a penalty. It is also difficult at this scale to do something like this. Is it worth the effort?
ORIGINAL: Red Lancer
5) This is not valid at a game of this scale and probably impossible to teach the AI.
ORIGINAL: Red Lancer
6) The retreat code is already horrendously complex. I question whether we really need more now we have combat delay.
ORIGINAL: Red Lancer
7) This has been discussed at length and I don’t know what the final answer will be. I think we would like to do it but the cost/benefits on development and game play are not as clear cut as you may think.
ORIGINAL: Red Lancer
8) The game is essentially at the Divisional level. I question what this is actually going to add to the gameplay. We have only 32 slots per TOE so a change of this magnitude would take many months of development. That doesn’t just mean the code but also redoing all the hundreds of TOEs.
ORIGINAL: Red Lancer
Finally you say you lost interest in WitW because the ‘Italian Campaign’ was boring. Well it was historically I’m afraid. I’m not sure whether to take that as a criticism or a compliment.
ORIGINAL: Bletchley_Geek
ORIGINAL: Red Lancer
I cannot envisage any major changes in WitE2 to the current system as to how MORALE, EXPERIENCE and FATIGUE influence combat and movement.
5) Factoring attacks from multiple directions to produce distinct outcomes at the operational level (shorter engagements, more severe results on the defender such as shattering, etc.) empowering the player and leaving less to randomness,
ORIGINAL: Stelteck
I was hoping germany should be able to built units in WITE2.
If it is too powerfull, maybe we may restrict it to Volkstrum support units / volonteer/militia brigades of low quality. But at least give something to the german to play with. Something a little more fun than defense zone.
ORIGINAL: 821Bobo
ORIGINAL: Stelteck
I was hoping germany should be able to built units in WITE2.
If it is too powerfull, maybe we may restrict it to Volkstrum support units / volonteer/militia brigades of low quality. But at least give something to the german to play with. Something a little more fun than defense zone.
Unless you have excessive armament points in pool it would not make sense to build useless units. They would be better invested in reinforcing high quality formations.
ORIGINAL: Red Lancer
Well that is some comeback.
Time is short at my end (tea break). I think I have two immediate ripostes. I suggest you dust off WitW and look at the latest version, probably avoiding Italy! Things have moved on since release.
On the subject of morvael's changes because the code is so complex and different there is no easy read across. There isn't anyone who has the detailed understanding of both sets of code and importantly the time to make a line by line comparison.
ORIGINAL: Stelteck
I was hoping germany should be able to built units in WITE2.
If it is too powerfull, maybe we may restrict it to Volkstrum support units / volonteer/militia brigades of low quality. But at least give something to the german to play with. Something a little more fun than defense zone.
ORIGINAL: Aurelian
ORIGINAL: Stelteck
I was hoping germany should be able to built units in WITE2.
If it is too powerfull, maybe we may restrict it to Volkstrum support units / volonteer/militia brigades of low quality. But at least give something to the german to play with. Something a little more fun than defense zone.
I'm still waiting for the list of units OKH built I asked about the last time this came up.