Wow trying to absorb all these ideas

From the front lines in France and Russia to the deserts of North Africa and the airfields and convoys of Britain, the campaigns of World War II are yours to command in WW2: Time of Wrath! This turn-based grand strategy title, the highly improved and expanded sequel to WW2: Road to Victory, puts the player in charge of the political, economic and military decisions of one or more Axis or Allied nations, including minor nations.
Post Reply
bo
Posts: 4175
Joined: Thu Apr 30, 2009 9:52 pm

Wow trying to absorb all these ideas

Post by bo »

A couple of observations about what I am reading on the forums about changes for future patches, There is talk about too much micro management and I dont wan't to button their tunics etc. I respect these opinions I truly do, the newest patch 1.60 from what I read is pretty darn good and it shows that the programmers are willing to listen to good constructive ideas for future and current betterment of their game TOW. This game is very good and if nothing else I can live with it. I hate to admit it but I have always been a beer and pretzel guy when it came to war games which means I like quick fast victories or defeats eg. Strategic command series and others, if a game lasted more than a week I got frustrated, hopefully I won or lost in 2 days, I have WITP and have never completed it, I am 62 years old and I will be in a nursing home by the time the first move is finished [imho] good game but not for me because of its length. This a land game not naval like SC's Pacific command and I believe the naval aspect flows around the game quite well, I do like Michael's comment on the naval game and most of these ideas should be implemented into the game if possible. I thought I knew quite a bit about WW2 until I read the posts here and realize I have a lot more to learn, I like the research here and the effort put in by posters to back up what they feel should be added or deleted. "BUT" I am tired of pushing units around a map without much thought because with all the power I have in assets I can make many mistakes and it won't matter and I am not referring to TOW but all games in general. I am intrigued by some micro management such as production delay [optional] ratings of different ports for handling repair of ships and such and all the other great ideas broached by the members of these forums I don't like buttoning a tunic no more than the next person but I would like some changes just to get me thinking and if I make a mistake I must pay dearly for that mistake. Would appreciate some thoughts on this and just maybe we can as a group can iron out something concrete and hope the programmers of this very good game will at least consider our concerns.

Bo
gwgardner
Posts: 7207
Joined: Fri Apr 07, 2006 1:23 pm

RE: Wow trying to absorb all these ideas

Post by gwgardner »

ORIGINAL: bo

but I would like some changes just to get me thinking and if I make a mistake I must pay dearly for that mistake.



What are the changes you want?

In general, this game has so many options and alternatives to play, that one decision, one house rule, one diplomatic failure or success, one major naval defeat or victory, can already make you the player 'pay dearly.'

bo
Posts: 4175
Joined: Thu Apr 30, 2009 9:52 pm

RE: Wow trying to absorb all these ideas

Post by bo »

ORIGINAL: gwgardner

ORIGINAL: bo

but I would like some changes just to get me thinking and if I make a mistake I must pay dearly for that mistake.


[/q
What are the changes you want?

In general, this game has so many options and alternatives to play, that one decision, one house rule, one diplomatic failure or success, one major naval defeat or victory, can already make you the player 'pay dearly.'
Hi GW I like all the suggestions that posters have made whether they can be done or not, I did not wan't to put Michael's ideas in my post because you already read them. I tried to get across how I feel about how I have never been a proponet of long games or having to think too hard but I am willing to try a different approach and I guess for me the biggest would be the delay option on how long a unit is taken to be built, and please don't phrase WHAT DO I WANT, I don't particulary want anything if you read the whole post, if nothing is changed its fine with me. But I said in another post, oops here comes the enemy[fog of war] didn't see them but oh well let me build today 35 infantry units to cover the mistake of leaving one of my cities poorly protected and wallah there they are the city is saved come on get real.

Bo

Bo
User avatar
GFeros
Posts: 101
Joined: Sun Jul 01, 2007 1:35 pm
Location: Miami, Florida

RE: Wow trying to absorb all these ideas

Post by GFeros »

I would of loved to see on the actual hex map grid- where you are moving all your armies the location of all your naval units on the ocean hexes. I am still not too confortable with the Naval aspect.
Post Reply

Return to “WW2: Time of Wrath”