basic question
Moderator: AlvaroSousa
basic question
IGOUGO approach ? I havne;t followed discussions …
- sol_invictus
- Posts: 1960
- Joined: Tue Oct 02, 2001 8:00 am
- Location: Kentucky
RE: basic question
Yes it is IGOUGO. It is possible however to move and attack with individual units several times within a turn up to the limit of the operation points for that unit. It is a very fluid system and armor/mech units can possibly exploit any breach in a defensive line if they still have operation points left.
"The fruit of too much liberty is slavery", Cicero
RE: basic question
ORIGINAL: sol_invictus
Yes it is IGOUGO. It is possible however to move and attack with individual units several times within a turn up to the limit of the operation points for that unit. It is a very fluid system and armor/mech units can possibly exploit any breach in a defensive line if they still have operation points left.
This sounds a tad bit similar to TOAW IV approach, or am I wrong …. I never really acclimated to it, though I really tried …...
- AlvaroSousa
- Posts: 12127
- Joined: Mon Jul 29, 2013 7:13 pm
- Contact:
RE: basic question
It is not like TOAW IV. You just move and attack until you run out of operation points. You can use units around you. But the selection mechanism is far easier which makes it play fast.
There is no 2nd screen on attacks or any kind of attack kind to select. All of these decisions are intuitive in the game. For example you want armor to attack in clear hexes and infantry to attack in what I call rugged hexes (non clear or urban). It's more about operational placement and positioning. You want to attack a hex and are already next to it with 3 units? It's as simple as 2 clicks and it gets all 3 units to attack.
There is no 2nd screen on attacks or any kind of attack kind to select. All of these decisions are intuitive in the game. For example you want armor to attack in clear hexes and infantry to attack in what I call rugged hexes (non clear or urban). It's more about operational placement and positioning. You want to attack a hex and are already next to it with 3 units? It's as simple as 2 clicks and it gets all 3 units to attack.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
RE: basic question
ORIGINAL: fuzzypup
It is not like TOAW IV. You just move and attack until you run out of operation points. You can use units around you. But the selection mechanism is far easier which makes it play fast.
There is no 2nd screen on attacks or any kind of attack kind to select. All of these decisions are intuitive in the game. For example you want armor to attack in clear hexes and infantry to attack in what I call rugged hexes (non clear or urban). It's more about operational placement and positioning. You want to attack a hex and are already next to it with 3 units? It's as simple as 2 clicks and it gets all 3 units to attack.
looking forward to a descriptive approach to this via AAR or other ? Perhaps one already exists and I haven't run across it …
Please advise …..
-
FlashXAron_slith
- Posts: 190
- Joined: Mon May 14, 2012 6:18 am
RE: basic question
.. so once again, no Devs really try to make a satisfying MP round based game, where people (more than 2 !) play together AT THE SAME time, "WITHOUT" waiting for each other and the AI , so you will never finish that 500 turns together ... even CIV VI is terrible for that , also never finished a game with my friends ...
a 500 turns or more MP game,
playing with PBEM, Hotseat or IGOUGO makes no sense for me.
DEVS should try something new , I am not a game designer, but after playing hundreds of such games in the last 40 !!! years
I had lots of ideas to tackle that task ...
there should be one devs team on this world, who could solve that problem ...
all scared bunnies to try a new approach [:D]
Anyway will have a look in SP
a 500 turns or more MP game,
playing with PBEM, Hotseat or IGOUGO makes no sense for me.
DEVS should try something new , I am not a game designer, but after playing hundreds of such games in the last 40 !!! years
I had lots of ideas to tackle that task ...
there should be one devs team on this world, who could solve that problem ...
all scared bunnies to try a new approach [:D]
Anyway will have a look in SP
- AlvaroSousa
- Posts: 12127
- Joined: Mon Jul 29, 2013 7:13 pm
- Contact:
RE: basic question
Actually there are only 172 turns in the 1939 European scenario.
To address playing heads up live action like a board game it would actually take far longer to do these turns. Each player has to wait on the other to do their turn. I can say from personal experience that this statement is correct. A World in Flames turn played live with 5 people playing can literally take 6 hours in 1944. That is 2 months time.
WarPlan can play the same turn, or any turn based game, in just 20 minutes each player and neither has to wait on the other.
So this is why why devs don't develops the game type you are looking for. If you really want to play a board game live in front of your computer consider Vassal. It's free and mimics any wargame without using a garage..... I played World in Flames on it.
To address playing heads up live action like a board game it would actually take far longer to do these turns. Each player has to wait on the other to do their turn. I can say from personal experience that this statement is correct. A World in Flames turn played live with 5 people playing can literally take 6 hours in 1944. That is 2 months time.
WarPlan can play the same turn, or any turn based game, in just 20 minutes each player and neither has to wait on the other.
So this is why why devs don't develops the game type you are looking for. If you really want to play a board game live in front of your computer consider Vassal. It's free and mimics any wargame without using a garage..... I played World in Flames on it.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
-
FlashXAron_slith
- Posts: 190
- Joined: Mon May 14, 2012 6:18 am
RE: basic question
Thanks will have a look ...
but I mean I real new turn based online concept , where ALL (humans and AI) doing their turn at the same time ...
Not really possible , when played as a board game, as you would need a multitask Gamemaster, who oversees all fronts.
The perfect task for a CPU process
BASIC INFO
1.) So the units on the map starts all with automatic orders, simple yes or no ...
Defend
ZOC
Fire of Opportunity
Resupply
etc.
If you say yes, the GM Task handles it ... No means manual, but you could lose the possibility to do it.
Every Order costs Points ... but only if they are "Triggered"
_________________________
2.) Everyone doing his turn and using the AP ... you should start with your units at the most important front you have or with your most important units you have.
So you could wait what others are doing or do something, where only the CPU-GM reacts.
Of course tha FULL AI controlled Nation have some advantage, as he could do everything at the same time, but it isn't always the best to use his AP first.
And most the AI (at the moment) is somehow weaker than the human, so that would help.
__________________________
3.) When the first player has finished his turn, a clock starts to tell all others, they have to finish their turn in a certain Overtime.
But he has never fewer than the basic time, plus the Overtime ! So say we have basic time 5 minutes and Overtime 1 min , we have alway 6 min.
BUT could be more, when the fastest needs also 10 min ... so it would be 11 min ... and so on ! So will be an advantage for smaller countries.
Even in OT, the player who has finished his turn is able to do other task, where NO AP are needed ... research, diplomacy and so on ... everything is accessible !
__________________________
Everything is played ONLINE/LAN at the same time, so you could meet with your friends . every sunday or what ever to play some hours ...
if you want to play it PBEM, you need to have a HOST Server and of course Overtime, will be like 1 day or Basic Time One day, whatever you want ...
And so on ... such game engine for turn based games, would be cool ...
at the moment, only Paradox REALTIME strategy games are playable with friends at the same time, and even there some want/need the speed at "slow" and others at that time at fast
...
but most of the time it is okay ...
but none of the turn based games have a good system.
______________________________
Hope you got the idea, what I mean !
Even it is only the basic concept
but I mean I real new turn based online concept , where ALL (humans and AI) doing their turn at the same time ...
Not really possible , when played as a board game, as you would need a multitask Gamemaster, who oversees all fronts.
The perfect task for a CPU process
BASIC INFO
1.) So the units on the map starts all with automatic orders, simple yes or no ...
Defend
ZOC
Fire of Opportunity
Resupply
etc.
If you say yes, the GM Task handles it ... No means manual, but you could lose the possibility to do it.
Every Order costs Points ... but only if they are "Triggered"
_________________________
2.) Everyone doing his turn and using the AP ... you should start with your units at the most important front you have or with your most important units you have.
So you could wait what others are doing or do something, where only the CPU-GM reacts.
Of course tha FULL AI controlled Nation have some advantage, as he could do everything at the same time, but it isn't always the best to use his AP first.
And most the AI (at the moment) is somehow weaker than the human, so that would help.
__________________________
3.) When the first player has finished his turn, a clock starts to tell all others, they have to finish their turn in a certain Overtime.
But he has never fewer than the basic time, plus the Overtime ! So say we have basic time 5 minutes and Overtime 1 min , we have alway 6 min.
BUT could be more, when the fastest needs also 10 min ... so it would be 11 min ... and so on ! So will be an advantage for smaller countries.
Even in OT, the player who has finished his turn is able to do other task, where NO AP are needed ... research, diplomacy and so on ... everything is accessible !
__________________________
Everything is played ONLINE/LAN at the same time, so you could meet with your friends . every sunday or what ever to play some hours ...
if you want to play it PBEM, you need to have a HOST Server and of course Overtime, will be like 1 day or Basic Time One day, whatever you want ...
And so on ... such game engine for turn based games, would be cool ...
at the moment, only Paradox REALTIME strategy games are playable with friends at the same time, and even there some want/need the speed at "slow" and others at that time at fast
but most of the time it is okay ...
but none of the turn based games have a good system.
______________________________
Hope you got the idea, what I mean !
Even it is only the basic concept
- AlvaroSousa
- Posts: 12127
- Joined: Mon Jul 29, 2013 7:13 pm
- Contact:
RE: basic question
As a general idea.
Land units can be set to defend their position or delay.
They try and hold positions when in defend
They give up position in delay while both sides take 1/2 damage
Air units can be sent to support vs all enemies or human order only
Air units only fly in support mode on the enemies turn
Fleets can be set to fleet mode which wants to engage in combat or raid mode which really doesnt want to be found.
There is no counter interception on the enemy turn because then it makes it gamey and it's an exploit. The system compensates for this.
So that is the extend of it.
Land units can be set to defend their position or delay.
They try and hold positions when in defend
They give up position in delay while both sides take 1/2 damage
Air units can be sent to support vs all enemies or human order only
Air units only fly in support mode on the enemies turn
Fleets can be set to fleet mode which wants to engage in combat or raid mode which really doesnt want to be found.
There is no counter interception on the enemy turn because then it makes it gamey and it's an exploit. The system compensates for this.
So that is the extend of it.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- juntoalmar
- Posts: 703
- Joined: Sun Sep 29, 2013 2:08 pm
- Location: Valencia
- Contact:
RE: basic question
ORIGINAL: FlashXAron_slith
.. so once again, no Devs really try to make a satisfying MP round based game, where people (more than 2 !) play together AT THE SAME time, "WITHOUT" waiting for each other and the AI , so you will never finish that 500 turns together ... even CIV VI is terrible for that , also never finished a game with my friends ...
a 500 turns or more MP game,
playing with PBEM, Hotseat or IGOUGO makes no sense for me.
DEVS should try something new , I am not a game designer, but after playing hundreds of such games in the last 40 !!! years![]()
I had lots of ideas to tackle that task ...
there should be one devs team on this world, who could solve that problem ...
all scared bunnies to try a new approach [:D]
Anyway will have a look in SP![]()
You may want to take a look at some of the WEGO games like War in the Pacific, Desert War or Conquest of the Aegean (this is real time, actually)
(my humble blog about wargames, in spanish) http://cabezadepuente.blogspot.com.es/
RE: basic question
ORIGINAL: FlashXAron_slith
but none of the turn based games have a good system.
This is a turn based two player game. Based on good old tried and tested traditional board wargames. Nothing wrong with that.



