What's next generation SC-WAW? Time to double size map & # turns?

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Elessar2
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RE: What's next generation SC-WAW? Time to double size map & # turns?

Post by Elessar2 »

There are two countervailing complaints about how the weather works. On the one hand, you get the same crappy weather turn after turn, while your opponent gets a free ride on his turns. But simultaneous turns give an intel advantage to the first player. I was going to suggest that weather in consecutive turns be linked, in a way similar to how adjacent zones can be linked, as in the last turn's weather has an effect on the following one, but we don't want the weather ending up in a samey rut either.
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Elessar2
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RE: What's next generation SC-WAW? Time to double size map & # turns?

Post by Elessar2 »

[Getting out of minutiae for a spell]

The challenge for the next generation of this series is just how more realistic the game should get, vs. weighing it down with too much detail and micromanagement. This would include oil & supplies in general a more robust supply system to go along with it as well as keeping track of manpower, as well as the eternal question as to whether stacking should be allowed. I've generally tended to fall on the playability side of the equation (so a Grigsby monstrosity is not what I am shooting for here), but leaving certain critical aspects out which the actual leaders had to deal with tends to distort how the game is run.

The IJN can send its ships hither and yon without worrying about using up all of their oil; the Germans just need to make sure their HQ's are in the right spots and they can just keep on plowing ahead w/o worrying about the actual sad state of their logistics (without a magic pill tech helping to bail them out). As long as the Russians have the MPPs they can keep on pumping out the units indefinitely w/o cutting into their manpower pool. These need to be modeled in some way.

Hubert also has a new competitor in Warplan which indeed does all of those things.
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RE: What's next generation SC-WAW? Time to double size map & # turns?

Post by James Taylor »

Two things. A robust, interactive logistical/communication system, player controlled by convoys on both land, sea and air that can be interdicted.

The hex becomes a container for various combat units. The amount and types of units allowed is set by the terrain, functionality is determined by supply levels and command aspects and of course the weather.
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RE: What's next generation SC-WAW? Time to double size map & # turns?

Post by ElvisJJonesRambo »

ORIGINAL: James Taylor

Two things. A robust, interactive logistical/communication system, player controlled by convoys on both land, sea and air that can be interdicted.

The hex becomes a container for various combat units. The amount and types of units allowed is set by the terrain, functionality is determined by supply levels and command aspects and of course the weather.

Like your ideas. The next generation game will need some thought, mathematical calculation, & methods for the non-player-turn to have settings for units. Tough challenge to design and keep beer/pretzel PBEM.

In the beginning, was this... I remember attacking Poland. The choice was simple. Either attack with Luftwaffe and go with 2-1 odds, or ground/pound 1-1. As a kid, the game was so hard and time consuming. On that Warsaw 2-1 attack, if you rolled 4 (6-sided die), would cause a counter-attack with no terrian modifier. Then re-roll a 5, the Germans were history in Poland, basically game over. Big exchanges at Paris, same thing. Terrain (the board was awful in Russian. Wanna say only 4 turns per year, lots of operands. Naval was a bore to play with cardboard. Rarely played, went to Squad Leader which I still play Face-2-Face

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RE: What's next generation SC-WAW? Time to double size map & # turns?

Post by havoc1371 »

Kamikaze's were, for the most part, novice pilots. Hard enough for them to fly into a ship, let alone try to ram another plane in the air.
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RE: What's next generation SC-WAW? Time to double size map & # turns?

Post by ElvisJJonesRambo »

ORIGINAL: havoc1371

Kamikaze's were, for the most part, novice pilots. Hard enough for them to fly into a ship, let alone try to ram another plane in the air.

You're a funny guy. Training ppl for a short term job.

Dude, intercept ships.


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RE: What's next generation SC-WAW? Time to double size map & # turns?

Post by Duedman »

Weather is really annoying atm.
I dont think that having the same weather on both players turn is very exploitable.
It is in games like Panzer Corps, where u got a Weather forecast for the next turn. Then Allied player can expose his own Aircraft (speaking Panzer Corps) because he knows, that Axis has Rain/Snow next turn and cant retaliate.

I dont think this would be much of an issue here.
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RE: What's next generation SC-WAW? Time to double size map & # turns?

Post by wobbleguts »

To repeat, I would like to see a simple option to remove all build limits and another for expanded diplomacy options.

Re diplomacy, I would like an option to declare war on the Russians when playing as an allied power. They weren't very nice and I think in an ideal world they should have been destroyed along with the axis.

The frogs and Brits considered doing this during the Finland invasion. Of course it was a bad idea and they didn't do it, but it would make a great 'what if' game if they could.

Mainly though, when the allies defeat the Axis in a game, the game just ends. It would be nice if you could continue with a DOW against Russia. Other games allow you to do this.

It would also be great if the scripts you can edit have descriptions. Have no idea what some of them do and they seem to be duplicated under different headings



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RE: What's next generation SC-WAW? Time to double size map & # turns?

Post by Tanaka »

Map and unit graphics like Panzer Corps 2 would be amazing...
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RE: What's next generation SC-WAW? Time to double size map & # turns?

Post by Duedman »

ORIGINAL: Tanaka

Map and unit graphics like Panzer Corps 2 would be amazing...

I have to disagree
Many ppl (me included) think PC2 is a blurry mess. Hard to identify anything.
Also the engine seems not well programmed. So they had to limit mapsize (maps are smaller than PC1 and still put a strain on modern PCs)

PC2, while a good game, was such a let down. I was hoping for a game with superb modding support so there could be a successor to the PC1 mod "Giant Europe". What I got was hurting eyes and tiny maps (so no Giant Europe possible)

But then I found SC:WiE .... which is basically the same as the PC1 mod.
Please dont add "3D" stuff :)
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RE: What's next generation SC-WAW? Time to double size map & # turns?

Post by redrum68 »

NATO counters are the best!

As for things I'd like to see in future versions:
- Less hard caps (diplomacy, unit production, etc) as increasing costs should be the default and act as more soft caps as this makes the game more flexible
- Deeper logistics system
- Improved and balanced weather
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RE: What's next generation SC-WAW? Time to double size map & # turns?

Post by wobbleguts »

ORIGINAL: wobbleguts

I would like to see a simple option to remove all build limits and another for expanded diplomacy options.

Re diplomacy, I would like an option to declare war on the Russians when playing as an allied power. They weren't very nice and I think in an ideal world they should have been destroyed along with the axis.

The frogs and Brits considered doing this during the Finland invasion. Of course it was a bad idea and they didn't do it, but it would make a great 'what if' game if they could.

Mainly though, when the allies defeat the Axis in a game, the game just ends. It would be nice if you could continue with a DOW against Russia. Other games allow you to do this.

It would also be great if the scripts you can edit have descriptions. Have no idea what some of them do and they seem to be duplicated under different headings

One thing I forgot to mention. I don't understand why Australia isn't given a place in controllable allied powers. They built thousands of planes during the war and contributed nearly a million men and women to the services. The same goes for Canada I guess. Why don't these countries have the same status as India which has it's own national budget?


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RE: What's next generation SC-WAW? Time to double size map & # turns?

Post by ElvisJJonesRambo »

Far as the Aussies, the odds of them seeing combat, are 1%. British cannot afford the MMPs to even upgrade them, let alone reinforce then transports, and fight the Japs (Japanese). The odds of a top rank player even fighting anywhere in Asia, about 3%. Maybe you'll get some action from India, into Burma. The Pacific Ocean is like "On Golden Pond", all still and ducks floating around. Zero, Zeroes and zero action. Players mow over Russia.
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RE: What's next generation SC-WAW? Time to double size map & # turns?

Post by ThunderLizard11 »

ORIGINAL: Elessar2

There are two countervailing complaints about how the weather works. On the one hand, you get the same crappy weather turn after turn, while your opponent gets a free ride on his turns. But simultaneous turns give an intel advantage to the first player. I was going to suggest that weather in consecutive turns be linked, in a way similar to how adjacent zones can be linked, as in the last turn's weather has an effect on the following one, but we don't want the weather ending up in a samey rut either.

This is a good suggestion. One period of bad rain fine - you can deal - 2 or 3 can become game breaking.
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RE: What's next generation SC-WAW? Time to double size map & # turns?

Post by Tanaka »

ORIGINAL: Duedman

ORIGINAL: Tanaka

Map and unit graphics like Panzer Corps 2 would be amazing...

I have to disagree
Many ppl (me included) think PC2 is a blurry mess. Hard to identify anything.
Also the engine seems not well programmed. So they had to limit mapsize (maps are smaller than PC1 and still put a strain on modern PCs)

PC2, while a good game, was such a let down. I was hoping for a game with superb modding support so there could be a successor to the PC1 mod "Giant Europe". What I got was hurting eyes and tiny maps (so no Giant Europe possible)

But then I found SC:WiE .... which is basically the same as the PC1 mod.
Please dont add "3D" stuff :)

Fair points. I have actually not played it yet just thought it looked great visually from the screenshots I've seen. Was waiting for the series to be completed and get the final cheaper bundle price as it is so expensive. But if what you say is true maybe not. And yeah if they cannot do the giant campaign then I will pass. That is what I love about SC series. It is Panzer General but on a Full Campaign scale. Brilliant.
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RE: What's next generation SC-WAW? Time to double size map & # turns?

Post by Unfortunate Son »

Hello,
I have been playing this great game Strategic Command against the AI for some time. Never played a human opponent. I used to play CEAW Europe at War multiplayer.
Ever since I started to watch the match between Old Crow Balthazor and the Colonel on Youtube. I have started to play once again in multiplayer games. Just not Strategic Command as of yet. I have been quietly creating my own counters for Strategic Command now for some time. I actually reached out to Old Crow Balthazor and showed him the counters. He really thought they were great and had me reach out and show Tanaka, who also thought they were great. If it wasn't for Old Crow and Tanaka expressing interest in them I would have kept them to myself.

Since this thread is talking about the future of the game and what the style of counters they might have. I thought I would post some of them here to see if there is any interest in them.
I do not have a full set complete yet. But I am working on it. All the work is my own art and all are created from scratch. I do you reference images such as actual photos illustration art.

Thanks

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RE: What's next generation SC-WAW? Time to double size map & # turns?

Post by OldCrowBalthazor »

These are fantastic....want to see more. Not only do the vehicles and aircraft look great, but the symbology used to denote the sub-type of unit is well done. While I mainly use NATO counters, I would consider these..especially if you could incorporate a small NATO icon somewhere on the counter. Nice job thou Unfortunate Son. [8D]

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RE: What's next generation SC-WAW? Time to double size map & # turns?

Post by fluidwill »

Multiplayer! I'd love to play this with a seperate human for each Major power or even four player, both sides Europe/Pacific or even 1 vs many.
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RE: What's next generation SC-WAW? Time to double size map & # turns?

Post by wobbleguts »

ORIGINAL: ElvisJJonesRambo

Far as the Aussies, the odds of them seeing combat, are 1%. British cannot afford the MMPs to even upgrade them, let alone reinforce then transports, and fight the Japs (Japanese). The odds of a top rank player even fighting anywhere in Asia, about 3%. Maybe you'll get some action from India, into Burma. The Pacific Ocean is like "On Golden Pond", all still and ducks floating around. Zero, Zeroes and zero action. Players mow over Russia.

Yes, that's my point. Playing as the CW I haven't used AU/NZ forces once. They just sit there forgotten because I don't have the MMPs to make them useful - but in the real world they were transported to Africa, defended Tobruk, were shipped to Singapore, defeated the Japs in Papua etc etc.

Not being able to do anything with the ANZACs is completely unrealistic. The game should be fixed to allow their participation.
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RE: What's next generation SC-WAW? Time to double size map & # turns?

Post by taffjones »

Hi Unfortunate Son

Those counters are excellent, I would use them.
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