Larsen,
ORIGINAL: Larsen
Eric, thank you very much for replying to my post. Ireally didn't expect any reply. But it is always a bonus to a developer if such a reply occurs. Again big thank you for that.
I will answer you in 1.2.3... manner since that way I know I will not miss anything.
No problem at all, we're always grateful when someone takes the time to not only play our games, but to post feedback for us on what they do or don't like.
1. I am not familiar with Crown of Glory, Forge of Freedom, V for Victory and Combined Arms but a quick search on Yahoo game me an answer that they are turn based, CA is hex based and are either operational or above level. I take your word that they are WEGO but the scale scares me - I guess I was not born to be a general.
Which x-com are you talking about? The original series were all turn based and the first game in the new series was RTS with a smart pause if I remember correctly. I loved JA series and Fallout. I loved 101 in Normandy and Wages of War. I wish I could find a decent squad level game.
Hm, I thought X-Com had a WEGO element, but that may be my memory playing tricks on me. On the operational side, if you can handle CM, but don't need eye candy, you may also want to try Highway to the Reich or Conquest of the Aegean. They are continuous time, but give a "WEGO" feel because of the pausable/controllable speed nature. With that said, I know that all scales aren't for everyone.
I played CM extensively (multiplayer of course) from 2000 (or was it 1999? I don't remember) to 2004. That is one fun game. Yep. No shame to make somehting like that but better. Check the forums there. It's been 3 years since the last game in the series and the boards are still very much alive. Not too many games can show that up.
Oh, I agree that CM was a huge success and a landmark achievement. It's just that we really aren't aiming to copy them, but rather to do a different take on 3D tactical gaming. We would absolutely like to be better and I think in quite a few ways we are. Where we have shortcomings, we're working to address those as this series continues.
2. Waypoints is a must. That's were the strategy kicks in. One has to maneuvre his/her forces. It should be harder with green and soviet units but the opportunity should be there or make the phases shorter. Say, 20 sec the order phase and 10 sec the reaction phase. Otehrwise one has only one waypoint for 120 sec of combat. That sucks.
We're planning to add some waypoint support, but I have to say that I don't have any problems getting strategies and tactics to work without them. I think having a waypoint or two on occasion would definitely be helpful though, but we are more focused on improving the pathfinding and offering some general platoon options that would guide it so that you don't actually need to plot each path from waypoint to waypoint. That's the goal, anyway.
Also, you currently have 40 seconds in each phase, so there's no instance where you go more than 40 seconds without either a reaction or the chance to enter a new platoon order.
3. In reaction phase there should be an opportunity to halt, to change facing, to retreat, or to move forward until some target is spotted. As of right now I can't even chage the unit facing in reaction time. That is definitely wrong.
Actually, you can, but you have to be in Engage or Defend orders from the Orders phase. This is by design. If you move into combat with a different platoon order, your platoon won't be quite as ready. Halt is available to all order types, as is target, but facing changes are only for Engage or Defend. We're still discussing the exact implementation of some type of withdrawal reaction, but as discussed elsewhere there are also pros and cons given the time scale to that.
4. Engage->Target command for ANY UNIT IN THE PLATOON (AND NOT ONLY HQ) will cancel all the movement oreders for the untis that are moving. At least that how it works for me and I think that is a wrong.
Ok, will check. I don't recall it working this way, but if it does, we'll change that.
5a. There were extensive discussions about ability of mounted units to fire on the Battlefron forum. People were doing all kind of historical research. The eventual consensus was that the although unit had such an opportunity they never or very rarely used it and almost never rode halftruck into combat. I guess I can do a search on the BTS forum and find out those threads if you want. I remember one of the posters was Michael Dorosh who also posts here. You can send him an e-mail and I am sure he will give back the details.
I agree that they rarely rode the halftracks into combat, but I also have evidence that on occasion, they did. Also, they could fire out if they chose to and even if they didn't, they were still in a thinly armored, open-topped vehicle. Hardly what I'd call safe and sound.
Right now, infantry that fires out of a halftrack does so at reduced firepower and firepower heading back at them is also reduced. We feel this reflects how a mounted attack would actually work. The player is free to attack mounted or unmounted, however he prefers. Attacking mounted definitely does put the halftracks more in harm's way but also brings some additional firepower from their MGs and does protect the mounted infantry more than they would be on foot in the open.
5b. Soviet small arms fire should not be able to penetrate german halftrucks unless at a very short distance thus any infantry riding in those halftrucks should not suffect any casualties or being suppressed unless the distance is very close and the fire comes from the side.
Well, many of the distances for these battles are fairly short and AFAIK within possible penetration distance. I'd welcome any info to the contrary as this is certainly something we could change.
6. I have seen a few instances when I ws fring indict HE fire at a squad and not only causing 0 casualties but also having 0 effect ont eh squad's morale.
It's definitely possible - area fire is not precise. However, I've certianly used it with good success, it's just not an immediate guaranteed effect. We're pretty happy with the lethality of it, but we want to up the suppression/pin chance even when a target unit does not take damage.
7. Hm. I think the progression of units morale should be OK-Suppressed-Pinned-Routed. If unit is routed it runs away, pinned or not. Period. If pinned it just keeps heads down and does not return fire. the way your model works is unless I kill infantry squad I can't be sure that it won't get up and start shooting back next phase. That is not right. The way it works now you have 2 checks. So if the squad is piined and routed it will stay put. If the morale check succeeds twice next phase it will go to normal and start shooting. Not good. Basically routed if piined is the same as pinned. Morale checks suceeds and it's OK to shoot.
Well, I disagree that a routed, pinned unit should always run away. I see these guys as "breaking in place". Basically, they are busy having a nervous breakdown in their foxhole or whatever ground they are hugging. They're not very effective at all and won't do anything until they rally. If they unpin, they'll start crawling away while suppressed. If they unsuppress, they'll run. Note that failing morale and retreating in Panzer Command does not always mean a panicked rout, but can mean a tactical withdrawal or a semi-orderly retreat. In either case, the unit realizes that sticking its head up at that instant would be completely suicidal. You don't get pinned by chance, it means you are generally taking a lot of fire. The only thing it really says is that the squad or platoon made this decision on their own, since it's an automatic order, regardless of what you may have told them to do.
Note also that a pinned unit that is not routed is shooting at a significant reduction in firepower and is also very ineffective at close assault. While you may see them firing, they're much less likely to achieve much beyond suppression.
8. I think there should be 2 numbers. You have all the CPU power. Calculate the chance to knock the unit out. The chance to hit some area multiply by the chance to penetrate that area and multiply by the chance to kill if penetrated. Add all the numbers for diffent areas and that will give a chance to kill. Should not be hard. The second number should just give you a chance to hit the target. CM gives two numbers and that is convenient.
Coming up with a number isn't hard, but coming up with a meaningful number is. Do you consider the CM number meaningful for all targets? We can certainly take another look at this, but I think it will generally only be helpful in rough decision-making, which is usually fairly obvious anyway (i.e. that T-70 might not want to duel that PzKfw IVF2).
9a. Again this is 21 senture. What 10 sided dice? I play a computer game and don't roll any dices. What you do under the whood is not my business. And any graphical representation of the armor is much better than tables. I know that much since I spent some time in software development. The time of tables are gone like in away.
A lot of wargamers grew out of tables and dice, so they do make sense to many. In addition, like Tin Soldiers: Julius Caesar and Alexander the Great, Panzer Command is based on a miniatures system and that's where this part of the data originates. For most players, 1 chance in 10 is just as clear as 10%. At least, I don't think understanding how many chances you have out of 10 is all that difficult. Let me give you a counter-example. We list infantry firepower according to the same scale, so if you have a firepower of 4, thats a 4/10 chance to actually cause casualties to an enemy unit if there are no other modifiers.
Since we're comparing to CM, how clear are the CM infantry firepower numbers for you in terms of planning? Do you have any idea how they are actually applied, such that you would know what having a firepower of 92 vs. 120 means in CM terms of actual effectiveness or chance of doing damage to an enemy unit?
9b. CM does not give accuracy tables but it gives the initial velocity for the shell and penetration numbers for the shel of different armor angles at diffent distancies. You can do better. Instead of velocity just give the probability to hit something of certain size.
Well, we do provide penetration numbers as well as accuracy numbers for each shell type at each range. The rules themselves incorporate the ballistic elements in their ratings, whereas in CM they are broken out and calculated in actual angles. Changing that would basically mean re-designing the entire game and we would end up, frankly, with a different system but I'm not sure a better one.
Now the general suggestion that we should look to improve how we present the data, I absolutely agree with. Some kind of more graphical representation makes sense and we'll see what we can do. However, it's not going to match the CM-style data because of the underlying design, which is more of a classic wargame design than a physics simulator.
Well, Eric, one more time big thank you for finding time to read my post and to answer to it. I really mean that. Sorry for typos. It's getting late here.
No problem, thanks again for your feedback.
Regards,
- Erik