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RE: WitE 2
Posted: Sat Feb 13, 2016 7:01 pm
by Mehring
ORIGINAL: Michael T
Also, most of his adversaries have done absolutely nothing for the game in terms of catching bugs or exploits yet they deride his opinions while benefiting from his research. I could describe them in only the most derogatory terms myself quite happily but then I would be banned also.....
praise be to Pelton [&o][&o][&o]
we await your return [&o][&o][&o]
That's a very studiously placed "most" given my contribution to the development of this game since release.
RE: WitE 2
Posted: Sat Feb 13, 2016 7:07 pm
by Michael T
That's a very studiously placed "most" given my contribution to the development of this game since release.
Yeah, great work.
RE: WitE 2
Posted: Sat Feb 13, 2016 7:36 pm
by charlie0311
Another P "fanboy" here, despite having received some of his "generous" remarks.
Also support Erik, rules have no meaning unless enforced.
Welcome to Michael T, we shall enjoy many games together, oops, maybe not, I like to prepare for winter as axis player, and, to save my army as Red (summer 41).
RE: WitE 2
Posted: Sat Feb 13, 2016 7:47 pm
by Michael T
Welcome to Michael T, we shall enjoy many games together, oops, maybe not, I like to prepare for winter as axis player, and, to save my army as Red (summer 41)
Thanks for the welcome. And you are absolutely correct, it would be a boring game for both of us.
RE: WitE 2
Posted: Sat Feb 13, 2016 8:03 pm
by No idea
ORIGINAL: Mehring
ORIGINAL: el hefe
One thing I have been advocating is strategic reserve holding boxes. Once you place a unit off-map into one of these boxes, I would like to see the unit drop outdated equipment and have priority for current OB requirements. This should encourage the player to pull units voluntary off the front and ship them back west for a refit.
Trey
ORIGINAL: Mehring
If it goes hand in hand with the ability to choose ground unit equipment from a list of historically available/ToO&E compatible elements as per current air units, that would be a great step forward.
While on the subject of ToOE. Are late upgrading units ever going to jump over obsolete ToOEs straight to the latest in stead of plodding through the obsolete upgrade to get to the latest? Can't see any historical basis for this outside of Stalinist/Menshevik "two-stage theory" which isn't even relevant.
I like what you're driving at but can't help feeling that holding boxes are a relic of board games. To get the reserve question and any benefits right I think you have to look at why units were withdrawn and I'm not entirely sure of the answer. Possible reasons that occur to me are combinations of garrison duty, morale recovery, rest, training, and, as you say, reequipping, but this is largely speculation. I do know that German units in the West often received a compliment of new AFV in dribs and drabs over months, so there's a question mark in my mind as to how much benefit being in a quiet sector might give.
I would add to my post above the proviso that, to reduce player omnipotence, choosing equipment types for ground units should probably not be automatically successful. Distance from the front or a units presence in its home country or non-active area might help increase morale/experience and the chance of re-equipping success.
Your speculation is correct.
The current system makes leaving your divisions in the line or next to it a non issue, while irl most divisions were rotated in and out. A division that is left holding the line for long periods of time should see its experience reduced, perhaps its morale also, as veterans are killed and replaced with green troops and the veterans that are left reach their breaking point. Basically, the pointwhen they become less combat effective. According to the usa doctrine a men reaches his best combat efficiency after 90 days of combat. More than 120, it starts a slow decline. After 180 his combat efficiency is seriously reduced. So far i havent see that happening in the game, but perhaps i have been not paying enough attention to that.
RE: WitE 2
Posted: Sun Feb 14, 2016 8:02 am
by swkuh
@No Idea: interesting observation, but wonder what was Soviet/German experience or, for that matter, Axis allies.
Implementing this (using relevant factors) would be interesting, although believe its micro-eye candy more than vital factor. Always consider that "camouflage" is not modelled (IMHO correctly so), although visuals would be interesting.
RE: WitE 2
Posted: Sun Feb 14, 2016 2:27 pm
by chaos45
Keep in mind the line at this scale.....the German divisions had 3 regiments for a reason---2 up front 1 in reserve even in defensive operations they tried to keep with this pattern or keep a reserve element of several battalions to rotate units off the line. Something you dont see at this scale of play.
One of the German commanders big complaints was that as the war went on and they were forced to hold more and more ground with less troops they lost this reserve/rotational force. Esp in Late war when German ToE went officially down to just 2 infantry regiments....another reason for the decline in the late war of the fighting ability of a german infantry division.
At this scale rotating divisions off the line shouldnt be required IMO....its to much of a pain in the butt in a game that is already very detail intensive to play.....as the player you know when a unit is beat up it needs pulled off or put in a quiet sector for a week to rebuild/refit. If the unit is already in a quiet sector they are most likely within their area of operations rotating troops around---thats the divisional commanders job not my job commanding the entire theater of war lol.
RE: WitE 2
Posted: Sun Feb 14, 2016 3:14 pm
by charlie0311
Hi,
Back in the day, there was a patch that required the players to rotate units to get the front near full strength. The howls of micromanagement "hell" put a quick end to it.
RE: WitE 2
Posted: Sun Feb 14, 2016 3:46 pm
by morvael
Also there was a snowballing effect due to IGOYOUGO mechanics when one side was weaker and withdrawing, allowing full recovery for the stronger, advancing side, while it was't allowed to rest (as enemy moved back to contact on his turn and logistics happens after enemy move).
RE: WitE 2
Posted: Thu Feb 18, 2016 1:57 pm
by SeriousCatNZ
One thing I'd absolutely demand from WitE 2 is that they use the map style from WitE, and not the hideous style in WitW.
RE: WitE 2
Posted: Thu Feb 18, 2016 4:19 pm
by uw06670
@SeriousCat
Hey, are you Loki's cat?
RE: WitE 2
Posted: Thu Feb 18, 2016 4:40 pm
by RedLancer
ORIGINAL: SeriousCat
One thing I'd absolutely demand from WitE 2 is that they use the map style from WitE, and not the hideous style in WitW.
....ummm how can I break this to you gently? Oh yes the new map is more accurate, very moddable and has coded double rail lines and regions
RE: WitE 2
Posted: Fri Feb 19, 2016 12:06 am
by BigDuke66
If we ever get to WitE 2 basic things should go in first and here I think replay is the most basic thing for a strategy game that is missing through the series.
RE: WitE 2
Posted: Sun Feb 21, 2016 4:30 pm
by malyhin1517
In WITE uses a table changes the morality of Nations. Perhaps it would be interesting to do a change of morality depending on the course of fighting at the front. For example, if successful, the battles of national morality is growing, and if unsuccessful fall! And another question: if in WITE 2 support for Russian language in the game and Cyrillic in the names of units, cities, commanders, briefings to the scenarios?
RE: WitE 2
Posted: Mon Feb 22, 2016 9:18 am
by swkuh
Introducing changes to game code or data based upon progress of opponents is interesting, but would require significant research and careful analysis. Good luck.
Game code already uses balance factors, morale tables, supply/transportation/logistics calculations, and maybe much more. How to change these over time and outcomes would be difficult. There were those who "gave up" and those who became more fanatical at many levels of participation.
RE: WitE 2
Posted: Mon Feb 22, 2016 10:11 am
by RedLancer
ORIGINAL: BigDuke66
If we ever get to WitE 2 basic things should go in first and here I think replay is the most basic thing for a strategy game that is missing through the series.
It has been discussed but in an IGO-UGO of this complexity it is incredibly difficult.
RE: WitE 2
Posted: Mon Feb 22, 2016 10:18 am
by RedLancer
ORIGINAL: malyhin1517
In WITE uses a table changes the morality of Nations. Perhaps it would be interesting to do a change of morality depending on the course of fighting at the front. For example, if successful, the battles of national morality is growing, and if unsuccessful fall!
An idea that was discussed in the WitE (not 2) Forum was linking national morale to manpower mobilisation. So as manpower levels drop you 'buy' more manpower at a cost in reduction of national morale. This abstracts the mobilisation of people in other age groups.
And another question: if in WITE 2 support for Russian language in the game and Cyrillic in the names of units, cities, commanders, briefings to the scenarios?
There is no plan to do so. The german translation for WitE was dropped for WitW and I expect cyrillic presents additional challenges.
RE: WitE 2
Posted: Mon Feb 22, 2016 1:57 pm
by charlie0311
Red, you guys should go "all out" to support your Rus customers, that's where your sales will be.
Eric, even a slight hint of disrespect, obvious joking excluded, should get a suspension.
RE: WitE 2
Posted: Mon Feb 22, 2016 2:36 pm
by 821Bobo
ORIGINAL: charlie0311
Red, you guys should go "all out" to support your Rus customers, that's where your sales will be.
I doubt it. 100€ for a game is too expensive for average man from Russia, Belarus or Ukraine.
RE: WitE 2
Posted: Mon Feb 22, 2016 4:10 pm
by uw06670
ORIGINAL: Red Lancer
ORIGINAL: BigDuke66
If we ever get to WitE 2 basic things should go in first and here I think replay is the most basic thing for a strategy game that is missing through the series.
It has been discussed but in an IGO-UGO of this complexity it is incredibly difficult.
It has been discussed but in an IGO-UGO of this complexity it is incredibly difficult
If not a true "replay" then a summary that is easier to digest than clicking on each of the battle sites to see what happened. Perhaps a list of battles where units Retreated, Routed, Shattered would be useful. If there is already something like this then I haven't seen it so far.