ORIGINAL: Hubert Cater
Thanks for the feedback everyone and Bill and I are discussing any potential changes. Keep in mind that we have to be careful as what we have found is that new players to the game more often than not tend to find the Axis side harder, but over time, and once they learn the nuances of the game engine and workable strategies, will eventually come around seeing that things are not as one sided as it may have initially seemed. For example, some of our most harshest criticisms of the game over at Steam all stem from the idea that the Allies are too strong and that the Axis simply cannot win.
Another critical item, and essentially the main reasons we have differing Infantry stats and Infantry Warfare research for the USSR in this release is that when we had it setup as we had done in the past, initial testing during Beta found that players simply were not able to break through or maintain any type of historical objective timeline as the Axis when first invading the USSR. So going back to those numbers would just exasperate the idea that the Allies are too tough for new players and would be more or less a non starter at this point in terms of potential changes.
The original idea was to ideally weaken the USSR for the initial stages of Barbarossa so as to allow the Axis side the ability to push deep as they did historically, but to eventually give the USSR enough tools and ability to start to push back and counter attack. If the latter portion is the bigger problem in the grand scheme of things, then that is where I believe we should put more effort into fixing than anything else. That and possibly boosting the UK to hold out a bit better between the Fall of France and the start of Barbarossa as well.
We have a list of ideas based on all the feedback and once we narrow things down on our end to hopefully an ideal set of changes that keeps in mind all of what I've written above and addresses the concerns stated here, then I think we should be good to go.
Thank You Hurbert
Given the very wide range of players abilities I don't think there is any change that will create PBEM equilibrium
I think creating some type of "handicap" (like in golf) would improve the experience for all types of players
Two ideas
1) Offer three 1939 PBEM versions (novice, intermediate and expert ) each making the Axis more difficult (like in AI). There would have to be an honor system, we will always have to deal with the seasoned player who creates a new ID and says they are new.
2) Have a game self handicap system, so seasoned players are slowed down & newer helped. Im just throwing out some ideas you know better than me.
Seasoned players attack Holland/Belgium/Lux prior to April '40 newer players don't. If someone attacks one of three the prior to March '40 USSR & US +5-8%.
France falls prior to June '40 USSR & US +5%. It would have to be more complex than Paris falling because players would just wait to take Paris with no French troops remaining.
Maybe if Axis gets a certain amount of experience at a certain date(s) US & USSR move towards Allies or get troops/research.
There are many more.
3) Some PBEM tutorials (just a few turns) that help new players practice important events like declaring war on Holland/Belgium or the initial USSR attack.
Lastly I think you lose peoples interest when the game disconnects from historic possibilities. Please consider my prior posts on adding air bases (mass bombing) and early amphibious ability (newer players rarely use either).
I ask contributors to this thread to make suggestions that would improve PBEM equilibrium not your personal game strategy.


