ORIGINAL: Tarhunnas
Would I be a complete killjoy if I suggested that discussion might be postponed on the effects of 1:1 until people have had time to actually test the change?
That has never stopped people from making statements before.
Moderators: Joel Billings, Sabre21, elmo3
ORIGINAL: Tarhunnas
Would I be a complete killjoy if I suggested that discussion might be postponed on the effects of 1:1 until people have had time to actually test the change?
ORIGINAL: Mehring
I am somewhat incredulous that Soviet Attack Doctrine would somehow forgivingly change at a discrete point in time after the blizzard offensive to obligingly allow a more robust Axis 1942 offensive.
It's pragmatism. And because pragmatism can only deal with superficial issues, the problem just reappears elsewhere in a different form.
The fundamental problem is the lack of logistical representation in the game which allows players, and particularly the Russian from 1942, to attack ad infinitum. There are other tweaks that could be made to make realistic changes to play balance, like reducing the command capabilities of Russian commanders at start and allowing them to increase more than at present, with experience, both from victories and defeats. Representing aviation fuel would limit both airforces operational abilities. Loads of tweaks, too many to mention here, but so many good suggestions have been made in one thread or another. But above all, it's logistics that fail.
ORIGINAL: PeeDeeAitch
ORIGINAL: Tarhunnas
Would I be a complete killjoy if I suggested that discussion might be postponed on the effects of 1:1 until people have had time to actually test the change?
That has never stopped people from making statements before.
ORIGINAL: Ketza
I think the 1.5 changes will go along way to balancing the game. I am sure there will be more tweaks but this is a positive step. I for one am looking forward to a game as Soviets that will be more challenging and where I can spend hours and hours of time reorganizing the Soviet forces without having the Axis player surrender after 10 turns [:)]
No, but someone might call you a sceptic. If logistics is the problem, in a complex game like this with so many inter relations, deleting an historical representation of Russian tactics won't solve the play imbalance. You don't need to try it to know it, it's entirely predictable.ORIGINAL: Tarhunnas
Would I be a complete killjoy if I suggested that discussion might be postponed on the effects of 1:1 until people have had time to actually test the change?
But then we also need the ability to lay new rail, and distinctions between hard and dirt roads, and density of road networks, no? I don't necessarily disagree with your point, but if the logistics modeling becomes too complex the game risks becoming unplayable for some of us. That said, perhaps there are simple and intuitive ways to handle these issues, but it would take some very skillful game design to realistically model East Front logistics in a way that doesn't drive players to hair-pulling frustration...ORIGINAL: Mehring
Some of the changes, like the cost of fortification are steps in the right direction but we need roads, port capacity, double and single track rail, supply stockpiling to make attacking possible.
ORIGINAL: cherryfunk
But then we also need the ability to lay new rail, and distinctions between hard and dirt roads, and density of road networks, no? I don't necessarily disagree with your point, but if the logistics modeling becomes too complex the game risks becoming unplayable for some of us. That said, perhaps there are simple and intuitive ways to handle these issues, but it would take some very skillful game design to realistically model East Front logistics in a way that doesn't drive players to hair-pulling frustration...ORIGINAL: Mehring
Some of the changes, like the cost of fortification are steps in the right direction but we need roads, port capacity, double and single track rail, supply stockpiling to make attacking possible.
ORIGINAL: PeeDeeAitchORIGINAL: Tarhunnas
Would I be a complete killjoy if I suggested that discussion might be postponed on the effects of 1:1 until people have had time to actually test the change?
That has never stopped people from making statements before.
ORIGINAL: Marquo
Food for thought: the Soviet offensive doctrine called for deep operational armor advances of 100s of miles into the enemy's rear; when have we seen this in any of the AARs? Is there one example of a Bagration-like penetration and encirclment; or anything which comes close to the performance of Operation Gallop? No - all we have seen is a slow, boring Soviet steamroller grind; which btw, maynot have enough time to reach Berlin in the time limits of the game. Some of the AARs haved shown the Axis getting drained to death on the banks of the Volga, or between the Volga and the Dnepr. This makes perfect sense to me; if the German player stands 2,000 km deep in Russia, what is supposed to happen? What changes are being made to reflect the crushing operational blows so that game does not devolve into trench warfare stalemate deep in Russia? The V 1.05 changes guarantee a boring, stagnant game.
ORIGINAL: Mehring
ORIGINAL: cherryfunk
But then we also need the ability to lay new rail, and distinctions between hard and dirt roads, and density of road networks, no? I don't necessarily disagree with your point, but if the logistics modeling becomes too complex the game risks becoming unplayable for some of us. That said, perhaps there are simple and intuitive ways to handle these issues, but it would take some very skillful game design to realistically model East Front logistics in a way that doesn't drive players to hair-pulling frustration...ORIGINAL: Mehring
Some of the changes, like the cost of fortification are steps in the right direction but we need roads, port capacity, double and single track rail, supply stockpiling to make attacking possible.
I don't know if you're familiar with the Operational Combat System (OCS), but it's a board game with, given the medium, a pretty good logistics system. It has all the disadvantages of board games but it works pretty well. One of the good things about computer games, and many aspects of this game are testament to it, is that the computer (and programer) does the hard work while gamers do the gaming. Complex calcualtions are done in seconds without bothering the player.
There's been much discussion about road type and density. Personally, I'm not for trying to replicate all the detail of the OCS road net at a game of this scale but roads were a vital feature of the operational level.
There are some features of the game which are already present but in an undeveloped way. Two examples-
The three types of supply are, potentially, a better logistics solution than the two types in OCS. But there's something wrong with its production, transport and the effects of (not) having enough of it. Attention to how this works, and in the different relations of attack and defence, could greatly improve logistics probably without adding anything radically new.
There is the mechanism for employing captured equipment but the levels at which the game does this are both ahistorically low and virtually pointless in game terms. Why have the mechanism and not use it?
ORIGINAL: Jakerson
ORIGINAL: Marquo
Food for thought: the Soviet offensive doctrine called for deep operational armor advances of 100s of miles into the enemy's rear; when have we seen this in any of the AARs? Is there one example of a Bagration-like penetration and encirclment; or anything which comes close to the performance of Operation Gallop? No - all we have seen is a slow, boring Soviet steamroller grind; which btw, maynot have enough time to reach Berlin in the time limits of the game. Some of the AARs haved shown the Axis getting drained to death on the banks of the Volga, or between the Volga and the Dnepr. This makes perfect sense to me; if the German player stands 2,000 km deep in Russia, what is supposed to happen? What changes are being made to reflect the crushing operational blows so that game does not devolve into trench warfare stalemate deep in Russia? The V 1.05 changes guarantee a boring, stagnant game.
One way to solve this could be make artillery divisions more powerful busting trough forts but make them replenish ammo more slowly.
This way Soviet can go through fortified lines faster and start exploiting faster (and more historically) but artillery divisions cannot be used with full potency very often as their ammo recover very slowly. Slow ammo recovery would limit use of artillery divisions only for few selective operations during year.
Slow ammo recovery would also limit how much soviet can use their super fort buster artillery.
Why should discussion be postponed? I'd be interested to see prognosis on how things will turn out, especially from the devs. Moreover, the discussion is hardly about the effects of 1:1, but rather all of the changes they've decided to make at one time, including 1:1, fortif rules, and decrease in Sov production. I think making all of these changes at once is a travesty, but let's see how it turns out.ORIGINAL: Tarhunnas
Would I be a complete killjoy if I suggested that discussion might be postponed on the effects of 1:1 until people have had time to actually test the change?
Well gee, somehow this is far less than reassuring...how long have you been testing changes to the 1:1 rule + changes to fortifs + changes to Sov production?ORIGINAL: Erik Rutins
We've been testing changes to the 1:1/2:1 rule in the internal beta team for months now.
ORIGINAL: 76mm
Well gee, somehow this is far less than reassuring...how long have you been testing changes to the 1:1 rule + changes to fortifs + changes to Sov production?ORIGINAL: Erik Rutins
We've been testing changes to the 1:1/2:1 rule in the internal beta team for months now.
I mean seriously, if you're going to make these kind of massive changes to the game I have very little interest in starting a new game, because a couple-several months into it you'll change the rules and I'll need to scrap the game.
ORIGINAL: 76mm
Well gee, somehow this is far less than reassuring...how long have you been testing changes to the 1:1 rule + changes to fortifs + changes to Sov production?
I mean seriously, if you're going to make these kind of massive changes to the game I have very little interest in starting a new game, because a couple-several months into it you'll change the rules and I'll need to scrap the game.