Whack-a-mole partisan system

Warplan is a World War 2 simulation engine. It is a balance of realism and playability incorporating the best from 50 years of World War 2 board wargaming.

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RPKUPK
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Whack-a-mole partisan system

Post by RPKUPK »

After one or two games of 'War Plan,' I'm getting very tired of the whack-a-mole partisan system that takes up the first 15 minutes of each and every turn. Maybe you can change that for this patch or the next one. Maybe devise a contribution pool of anti-partisan forces where a corps or division is removed from the map or, alternatively, divert production points and/or rail capacity to fight partisans. On a random basis in the background, you get a report and respond each turn. For instance, select a Hungarian infantry division, hover over it press "P", and it disappears into the anti-partisan Army; consequently there may be less partisan activity next turn.
Stop the whack-a-mole system, please. It takes away from offensive and defensive strategy and tactics, and is boring and annoying.
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AlvaroSousa
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RE: Whack-a-mole partisan system

Post by AlvaroSousa »

This subject has been extensively talked about. You need to keep some reserves in the USSR. Some players like it some don't.

And you know it doesn't take 15m ;)
Creator Kraken Studios
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Designer Strategic Command
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RPKUPK
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RE: Whack-a-mole partisan system

Post by RPKUPK »

No! No one LIKES the War Plan whack-a-mole partisan fight (in Russia, Poland, Yugoslavia, etc.)
The whack-a-mole fight is exasperating enough, you have pop-ups all over,you have pink flashes that disappear. You have WHOLE ARMIES, including full strength armored corps(!!) appearing WAY behind enemy lines, sometimes with air forces!
This is WRONG.
OK, 15 minutes was an exaggeration, but sure seems like it.
I'd definitely get rid of it. I am SURE most would agree with me. It's OK to fix a mistake. It detracts from the game and is onerous.
Thanks for your attention.
Gamers, please weigh in!
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AlvaroSousa
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RE: Whack-a-mole partisan system

Post by AlvaroSousa »

You can always edit your own scenario and turn off partisans and save it as a new scenario.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
ThunderLizard11
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RE: Whack-a-mole partisan system

Post by ThunderLizard11 »

ORIGINAL: RPKUPK

No! No one LIKES the War Plan whack-a-mole partisan fight (in Russia, Poland, Yugoslavia, etc.)
The whack-a-mole fight is exasperating enough, you have pop-ups all over,you have pink flashes that disappear. You have WHOLE ARMIES, including full strength armored corps(!!) appearing WAY behind enemy lines, sometimes with air forces!
This is WRONG.
OK, 15 minutes was an exaggeration, but sure seems like it.
I'd definitely get rid of it. I am SURE most would agree with me. It's OK to fix a mistake. It detracts from the game and is onerous.
Thanks for your attention.
Gamers, please weigh in!

Agreed. I'll try to create a custom scenario but it would be nice if there was a advanced setting option to disable.
FrankGallagher
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RE: Whack-a-mole partisan system

Post by FrankGallagher »

No one want to just disable the partisans. We just don't want to micromanage them. With all the Air and Naval functions that have been put 'under the hood' so we weren't having to, for example, deal with having to move individual ships, this doesn't seem like it goes against any design concept.
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sillyflower
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RE: Whack-a-mole partisan system

Post by sillyflower »

New to playing this but I agree that partisan micro-management is a bore in many games. I really like system in many games where garrisons stop partisans appearing in their area. That gives player the choice, and I always garrison. If it is the case that WP generates (I haven't seen yet in my short time playing) anything beyond weak units, that seems rather silly
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pzgndr
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RE: Whack-a-mole partisan system

Post by pzgndr »

ORIGINAL: FrankGallagher
No one want to just disable the partisans. We just don't want to micromanage them.

For a grand strategy game, the point should be when partisans become militarily significant enough to demand players divert combat divisions and corps to fight them. So perhaps a new asset could be considered for anti-partisan duty, that players can purchase and apply to a country like trucks, and these could then reduce the chances of partisans. Something like that, keep it in the background like the old Third Reich strategic warfare where subs and ASW would cancel out. Just a thought.
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AlvaroSousa
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RE: Whack-a-mole partisan system

Post by AlvaroSousa »

I reduced partisan popups by 60%. That way it appears about 1/3rd as often.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
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PanzerMike
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RE: Whack-a-mole partisan system

Post by PanzerMike »

Ok, time to adjust my scenario then. Do you have the exact numbers so I can synch?
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AlvaroSousa
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RE: Whack-a-mole partisan system

Post by AlvaroSousa »

It's internal. You don't have to do anything.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
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PanzerMike
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RE: Whack-a-mole partisan system

Post by PanzerMike »

Okidoki
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