The WEGO system

The new Cold War turned hot wargame from On Target Simulations, now expanded with the Player's Edition! Choose the NATO or Soviet forces in one of many scenarios or two linked campaigns. No effort was spared to model modern warfare realistically, including armor, infantry, helicopters, air support, artillery, electronic warfare, chemical and nuclear weapons. An innovative new asynchronous turn order means that OODA loops and various effects on C3 are accurately modeled as never before.

Moderators: IronMikeGolf, Mad Russian, WildCatNL, cbelva, IronManBeta, CapnDarwin

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wodin
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The WEGO system

Post by wodin »

Damn I love it. This mechanic adds so much to a game, tension, excitement, anticipation more so than realtime or turn based. I always loved Football Manager type games over things like FIFA..I loved picking the team then watching how they perform. Dominions again is another game where the battles are a case of choose your forces, give them basic orders..set out their formation..then watch the battle play out before your eyes..drama, excitement, everything.

Why we see so few WEGO wargames is beyond me. I just feel it adds so much. I'm not sure this game would have had that "dear Lord this is superb" if it had been turn based. Yes still would have been a great game..but that one more turn feeling is enhanced by the WEGO aspect. It's also why I want to see this engine used eventually for all Wars WW2 onwards (haven't thought what a WW1 version would be like, however the order delay aspect is perfect to replicate the confusion of command and control in WW1.

I will say again, huge thanks to OTS. Many games have a WOW factor that eventually tails off..but with this game you know you have a classic wargame in your hands that has the potential to be the first in a long line of games.
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CapnDarwin
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RE: The WEGO system

Post by CapnDarwin »

Thanks Wodin. We have a couple kinks in the armor out of the gate that hopefully get fixed with the 2.01 update this week that really hit PBEM and a few other places with localization issues we did not see in beta (or even dream of). We were able to tweak a few things in the engine, fix a couple glitches with music, art and data (those would be my bad) and get a few user requested features in there too. Overall we are happy to see the years of work on this game really pay off in the level of enjoyment people are getting out of playing it. I think things will only get better from here with this very strong community out of the gate!

OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
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budd
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RE: The WEGO system

Post by budd »

Agreed .....the system is great and i'm moving away from pushing dozens of counters every turn, even when i play heavy counter games i never play anything over medium size scenarios. you really have to think and plan with the order cycles and delays.I find myself doing alot of yelling at my troops " what the hell you mean your next action is 45 min away, i need you there NOW"
Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
Gratch1111
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RE: The WEGO system

Post by Gratch1111 »

Agree, the wego system is a really great feature. Used to play WinSPMBT, and it could really have used your wego to make it a really great game. moving one vehicle at a time just dont cut it.
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deadsunwheel
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RE: The WEGO system

Post by deadsunwheel »

For me the combo of massively lethal modern weaponry and variable turn cycles is what makes this game. Units can destroy and be destroyed faster than you can issue orders to react. A solid plan is everything, followed very closely by protecting all important HQ units to keep your order cycle down to deal with the unexpected.... And there is always something unexpected.
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