Vote for "Time of Guns" (1914-1918)

Time of Fury spans the whole war in Europe and gives players the opportunity to control all types of units, ground, air and naval. Not only that, each player will be able to pick a single country or selection of countries and fight his way against either the AI or in multiplayer in hotseat or Play by E-Mail. This innovative multiplayer feature will give player the chance to fight bigger scenarios against many opponents, giving the game a strategic angle that has no equal in the market. The game uses Slitherine’s revolutionary PBEM++ server system.

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Razz1
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RE: Vote for "Time of Guns" (1914-1918)

Post by Razz1 »

The trenches would have to be a unit type.
Movement zero.

This way you can place where you want and reinforce it.
Trenches would be destroyed and damaged by artillery range 2 and 3 hexes
the a player can attack weak trenches to gain ground.

Each level could represent
1 basic depth
2 deep depth
3 with fortification
4 with machine gun nest

Or some other historical simulation

I think country moral would have to be in the game. After all the amount of men lost on the front effected moral and the will to surrender.

The most important thing would be to find the key to make it fun and not boring.

Static lines seem very boring. There was movement in the war, but there must be other things for players to be challenged and objectives to seek.

Spy's that can effect moral when key members in Politics get killed.
ORIGINAL: gwgardner

One restriction in ToF is player-built fortifications. In a WWI game, you would have to allow for dynamic player creation of trenches and fortifications, AND you would have to do it in such a way as to recreate that difference between western and eastern fronts that you mentioned.

In other words, you would have to have the proper game mechanics that would allow a player to build trenches/fortifications, but also to recreate the conditions/tactics whereby that trench mechanism would not everywhere on the map be the best thing for a player to do.

I hope I have been somewhat clear.
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battlevonwar
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RE: Vote for "Time of Guns" (1914-1918)

Post by battlevonwar »

Great Idea.

A Side note:

I always loved reading about the battles fought in The Southern Portion of Africa between the Germans and British. They were very small, indeed. Although I feel a great diversion, and very similar to a North African Campaign.
Tophat1815
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RE: Vote for "Time of Guns" (1914-1918)

Post by Tophat1815 »

This is a very interesting concept and topic you are exploring here. What hex size is being discussed? As regards merging units is the base unit size a division or brigade? And would the merge size maximum be what corps or army level?

How would the naval war be addressed?
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VPaulus
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RE: Vote for "Time of Guns" (1914-1918)

Post by VPaulus »

I don't have Time of Fury, but I would buy a Time of Guns (14-18).
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RE: Vote for "Time of Guns" (1914-1918)

Post by welk »

ORIGINAL: VPaulus

I don't have Time of Fury, but I would buy a Time of Guns (14-18).


You should buy it : the game is more better than CEAW (AI is excellent) and 100% moddable for WWII, modern warfare or 14-18. I will probably do some little things in these 14-18 aeras when I will have finished my "Academy war" works (Bliz war and Modern war), with long range heavy arty, rail road arty, armored trains, siege arty, gas attacks, tanks, zeppelins, etc)
fredmn
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RE: Vote for "Time of Guns" (1914-1918)

Post by fredmn »

Count me as a potential future player!
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Magpius
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RE: Vote for "Time of Guns" (1914-1918)

Post by Magpius »

I think trenches should be able to move, but at a ridiculously slow rate, so they could creep across the battlefield.

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Tomokatu
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RE: Vote for "Time of Guns" (1914-1918)

Post by Tomokatu »

I always loved reading about the battles fought in The Southern Portion of Africa between the Germans and British.

Yes, Von Lettow-Vorbeck's campaign was brilliantly run and needs NOT to be overlooked as it usually is. There was also the hunt for SMS Konigsberg in African river system.
Coronel-Falklands needs to be included on the naval side (even if only as a country event with effects on morale) as does the Sydney-Emden event.
Japanese escorts for Australasian troop convoys may require international fleet combinations.
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nukkxx5058
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RE: Vote for "Time of Guns" (1914-1918)

Post by nukkxx5058 »

I would personally vote for "Time of Nukes", a real grand strategy-geopolitical-military WW3 game with all diplomatic and intelligence options.
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doomtrader
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RE: Vote for "Time of Guns" (1914-1918)

Post by doomtrader »

Would you like Time of Guns be made this year?
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Omnius
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RE: Vote for "Time of Guns" (1914-1918)

Post by Omnius »

ORIGINAL: nate25

Yes, WW 1 definitely. But not corps level, that's been done to death.

Div./Brgd. The OOBs are out there.

nate25,
The Division/Corp level of ToF would be great for the WW1 version. Doing Brigade/Division would be too ridiculous in the number of units and remember that this game system does not do stacking. That's why the division/corp level would be perfect for the ToF mapscale.
Omnius
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Omnius
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RE: Vote for "Time of Guns" (1914-1918)

Post by Omnius »

ORIGINAL: doomtrader

Would you like Time of Guns be made this year?

doomtrader,
Silly question since everyone here would answer let's have it done yesterday already. Obviously the sooner the better. I'm glad it appears that you are considering the project with the ToF system and scale. It will be interesting to see how you handle chemical warfare.
Omnius
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Omnius
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RE: Vote for "Time of Guns" (1914-1918)

Post by Omnius »

ORIGINAL: nukkxx

I would personally vote for "Time of Nukes", a real grand strategy-geopolitical-military WW3 game with all diplomatic and intelligence options.

nukkxx,
If you have Strategic War in Europe you'll have your dream come true as doomtrader has a beta 1945 scenario out that simulates an early dust up between early NATO and the Warsaw Pact. Right now the USA gets one nuke per turn and starts getting them on turn 2 or 3, depending on your luck finishing the research. I've convinced doomtrader to reduce the number of nukes, now he's thinking one every 4 months but I think that's still too much. I did play as the Allies against the WP AI's and I conquered the USSR on turn 26, taking a leisurely course. I only used about half the nukes I got as they just gave me too much of an advantage.

I'm trying to con doomtrader into doing a 1945 scenario for ToF, considering that the scenarios don't end until the end of 1948 I thought the NATO-WP war would be a natural. I like the 1945 scenario better than any of the other ones in SWiE.
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Omnius
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RE: Vote for "Time of Guns" (1914-1918)

Post by Omnius »

ORIGINAL: Agent S

I think trenches should be able to move, but at a ridiculously slow rate, so they could creep across the battlefield.

Agent S,
Moving trenches? Now that's silly. I guess you want Turtle Wars. [;)] I think that trenches could be modeled in ToF from the already existing digging in defensive bonus, probably allowing for more bonus per turn and a higher total level beyond 25%.
Omnius
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Magpius
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RE: Vote for "Time of Guns" (1914-1918)

Post by Magpius »

okay Om,
Then the ability for a unit to be able to alter the terrain hex it resides in so a trench graphic becomes apparent over time. As it does in Commander: The Great War. (which I note Doom is playing).

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Rasputitsa
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RE: Vote for "Time of Guns" (1914-1918)

Post by Rasputitsa »

ORIGINAL: Agent S

okay Om,
Then the ability for a unit to be able to alter the terrain hex it resides in so a trench graphic becomes apparent over time. As it does in Commander: The Great War. (which I note Doom is playing).

That's the point about trenches, they should become a terrain feature not just part of the unit defence bonus, which disappears when the unit moves. When a unit moves away the trenches stay there, to be occupied by another unit of either side, which can then gain the defence bonus, or part of it. If occupied by an enemy you could say that the trench defences are oriented the wrong way and only part of the defence bonus is gained. If not occupied, they could degrade to lower levels of defence bonus over time.

Perhaps only higher levels of entrenchment should be permanent, as the first few steps of entrenchment would be hastily dug fox holes and shallow, unconnected trenches, these would be insignificant in a hex several miles across. Only when the entrenchment is at a level to represent several lines of deep continuous entrenchment, dugouts and bunkers, would they be significant enough to be reusable by either side.[:)]
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RE: Vote for "Time of Guns" (1914-1918)

Post by gwgardner »

I of course am 100% onboard for the game. Just don't copout on:

1) a viable trench building mechanism (NOT THROUGH EVENTS!!);
2) chemical warfare;
3) player-controlled routing of convoys;
4) a commander heirarchy system as in the new Case White game you're making (as in HQ units, not leaders attached to units).

and you may want to consider:

5) creating a new unit type: artillery, which would be treated similarly leaders, in that they would add their effect in offense or defense to units within range

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doomtrader
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RE: Vote for "Time of Guns" (1914-1918)

Post by doomtrader »

1. The trench mechanism is already there, it just needs some adjustment and maybe a better display
2. I'm not pretty sure what could be done here. The only thing that comes to my mind at this moment is a special kind of attack.
3. I'm not pretty sure will there be a real need to use the convoys. Supply system might be changed (adjusted) a little bit
4. I'm not convinced about that. This would be cool if there would be stacking in the game. Maybe we will think about some kind of mixing those two systems.

5. I think in this level of game, there shouldn't be an artillery units. One hex is about 40 kilometers, so some games might allow to fire for two hexes, but personally I think it is pretty unrealistic.


Are there any opinions about tanks in the game? Division size tank units would be again ocmpletely unrealistic in this scale of game.
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Magpius
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RE: Vote for "Time of Guns" (1914-1918)

Post by Magpius »

Tanks could be assigned to a unit like a commander, giving the unit additional attack factors.
This could also be done for gas, (attack), or machine guns, (defensive bonus).
It depends on your unit scale I suppose.

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RE: Vote for "Time of Guns" (1914-1918)

Post by doomtrader »

Gas attack is not always an offensive weapon ;)
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