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AE Airwar model vs Eagle Day to Bombing the Reich

Posted: Sun Jul 19, 2009 5:01 pm
by Wirraway_Ace
I was interested to see if there had been any collaboration between the AE airwar team and the team doing Eagle Day to Bombing the Reich (whose release also appears imminent). Although they are both Grigsby games, I have never played the original Battle of Britain to Bombing the Reich, and don’t know if that game engine is anything like WiTP.

I also noted Grigsby's War in the East on a 10mile hex scale is under development. Wooohooo! I can die a happy (and probably lonely) man. This should also provide an alternative forum for those ever popular "who really won WW2" threads.


RE: AE Airwar model vs Eagle Day to Bombing the Reich

Posted: Sun Jul 19, 2009 5:05 pm
by DuckofTindalos
There hasn't.

RE: AE Airwar model vs Eagle Day to Bombing the Reich

Posted: Sun Jul 19, 2009 5:09 pm
by Wirraway_Ace
Terminus,

have you ever played the Battle of Britain to Bombing the Reich?

RE: AE Airwar model vs Eagle Day to Bombing the Reich

Posted: Sun Jul 19, 2009 5:15 pm
by Andy Mac
I have and the systems are very different BOB has a tactical intercept phase i.e. the player has control whereas in AE its all automatic.
 
 

RE: AE Airwar model vs Eagle Day to Bombing the Reich

Posted: Sun Jul 19, 2009 5:26 pm
by Nikademus
BoB/BTR uses a completely different system from WitP. The former tracks air formations in real time on the map allowing true interceptions at multiple points between starting base and destination base, deviation from course, alternate target etc etc. WitP abstracts air formations over the target hexes and resolves them all there.


RE: AE Airwar model vs Eagle Day to Bombing the Reich

Posted: Sun Jul 19, 2009 5:29 pm
by DuckofTindalos
ORIGINAL: Wirraway_Ace

Terminus,

have you ever played the Battle of Britain to Bombing the Reich?

I played the two older games, yeah... Not the new one, obviously. As Andy Mac and Nik say, they're very different systems.

RE: AE Airwar model vs Eagle Day to Bombing the Reich

Posted: Mon Jul 20, 2009 2:18 am
by byron13
Certainly the games play differently but, at least on the surface, the data that the computer would use to resolve combat is very similar. Both include pilot skills, fatigue, altitude, speed, maneuverability, etc. I have no idea how the algorithms work in Witp or BoB/BTR, but I would have believed that, both being Grigsby products, they would have been similar. In fact, I pretty much assumed that he took the BOB/BTR system and incorporated it wholesale into UV and WitP and then tweaked it. I think the question was along the lines of, knowing that the air-to-air has been completely revamped for AE to make it better, did HardSarge incorporate or consider incorporting some of the ideas. Obviously, many things, such as the changes to CAP, wouldn't apply, but the re-work of how combat results are determined when six planes meet six enemy planes could have some applicability.