Page 2 of 2

RE: ATG Tank Models (v2.20)

Posted: Wed Oct 08, 2014 9:59 am
by Calliope
Hi Webizen,
Yes I understand. And I think maybe the cost of tank technologies are different in small games and larger games. Maybe in larger maps we have more spaces to gather PPs and make full preperation, but it is totally different in a small game I think. And maybe at least in small games the cost should be lower.

I am a multiple game player and not new. But I only focus on small map 1vs1 game. Anyone who thinks the cost of tank technologies are reasonable in small map in this version, I will be glad to have a test game. For it is a small map, it won't take too much time. [:D]
tm.asp?m=3179281&mpage=1&key=� #15

RE: ATG Tank Models (v2.20)

Posted: Wed Oct 08, 2014 10:07 am
by Tac2i
All my multi-player games are on very large maps with 4-6 players. Haven't played a 1vs1 game in a very long time. Yes, on a small map probably no time to invest in tank models. One small mistake on a small map could lead to defeat rather quickly. By the way, you do have the cheap research option you could employ when creating your small map random games.

RE: ATG Tank Models (v2.20)

Posted: Wed Oct 08, 2014 2:17 pm
by davebob
Hard to argue with Calliope's math concerning the existing system. He didn't mention that the pp's could be invested in air power to absutely negate the incremental design improvements. Most aar's I've read seem to indicate much larger investments in air power than tanks. Sure enuf, there's those pos shermans parked in Berlin. It seems the marked difference in tanks historically is what tanks each nation started with. So, the soviets start with the T-34 (a rejected US design) and the US started with Lees and Grants (did any of them make it to Europe?). Two things. Does it roll? Mass production and spare parts. New models breakdown, even a good design, that goes for cars,tanks and,er,game design. Does the new system model the T-34s performance on snow and mud ? That was no accident. Number 2 is gun design, a good gun goes on your tank,TDs,assault guns and especially, your at guns. Armor is a reaction to gun improvements and economy. So, its better to have 6 88s on the field where 2 are armored than 3 armoured 88, generally speaking. Again tho,sure is fun to see the heavy tanks lined up on the casualty box after the dive bomb attack eh ? My two cents.

RE: ATG Tank Models (v2.20)

Posted: Wed Oct 08, 2014 2:38 pm
by Tac2i
That's what so great about ATG: lots of decisions. What do I do and when do I do it? There are no perfect plans. For every plan there is an effective counter plan. Combine this with ATG's outstanding random game engine and the multiple styles of play and you get tons of fun gaming.

Related post: Nature of military operations
tm.asp?m=3461832

RE: ATG Tank Models (v2.20)

Posted: Thu Oct 09, 2014 2:35 am
by Vic
I am monitoring feedback on the new feature and might very well adjust the PP cost of the models a bit in a next patch.

best wishes,
Vic

RE: ATG Tank Models (v2.20)

Posted: Thu Oct 09, 2014 2:01 pm
by altipueri
Vic,

If there is to be a AT Platinum is it possible to have a an option to turn off production after n turns for various sides? I suffer from war weariness after a couple of hours play.

What I like about this game (after a sticky start when I got it) is the random scenario generator and the supply system which makes you think about supply with out having to solve multiple equations - the arrows showing the supply route are great.

I have somewhere on an old PC some Napoleonic and Ancient mods that someone Zaratouga? did for AT. I liked these for variety but can't see similar for ATG. I am aware the Romans didn't build railways !