A number Of Moscow Questions

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tm1
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A number Of Moscow Questions

Post by tm1 »

Hi

I have few questions and ideas I would like to share and hopefully get some feedback from both the community and the anyone involved with the making of the game.

Some of this may have been brought up before.

1. Moscow like Berlin is a NSS and rightly so but I am thinking about this format where you can park a unit next to the city and it cripples your opponents supply situation.

First let me get this out I am Axis player and so its in my best interest to do this, I also only play PVE so Axis PvP players might think differently.

Just floating the idea of Moscow having either to be captured or at least encircled for its NSS status, like wise Berlin.

Why am I putting this idea out there well like I said as a Axis player its great and then AI is on the defensive for the rest of the game.

Now some might say if you want a challenge give the AI a higher difficulty level, well I don't really wont to have it so high so that I actually cant capture Moscow, with this idea you still knock Moscow's NSS status out you just have go that little bit harder.

Anyway just a idea which was probable talked about by 2 by 3 .


2. Moscow is the Capital of the nation so yes it would be indeed a big military target, but also would have been a big political target and the discussion is back about morale and experience of units particularly Axis Allies.

So again floating a idea about a event that with the capture of Moscow would boost both morale and experience right across the board for Axis forces.

I mean if Moscow had fallen historically, firstly I feel it would be shattering to the Soviets and the Axis Nations would be on a huge high, it could also have the reverse happen say if the Soviet player was able to retake Moscow.

It should not that hard to make it work, there other events in the game that do this sought of thing.


3. lastly why is there not a capture article for the fall of Moscow, why do I ask well firstly it is big moment for anyone who takes the city, well I always feel good about it, makes it great when all the hard work you put into achieving a big objective comes good, like reading about capturing Leningrad, its gives me a sense job well done.

Although the Leningrad article is tied to the Finnish event its Ahistorical and even if the ideas above never get into the game it would still worth putting a Moscow capture article in the event log.

Call it a aesthetic idea.

There are many historical event articles that have no events tied to them but interesting to read, like this one below.

I get it after playing the game enough times most people probable don't bother read them any more , some still do :D, also I don't know if there is one for Stalingrad but a capture text for that city would be cool to.

regards
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Last edited by tm1 on Tue Mar 29, 2022 8:37 am, edited 5 times in total.
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loki100
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Re: A number Of Moscow Questions

Post by loki100 »

1 - be a bit careful not to over-intrepet the benefit of having a unit next to the NSS. It lowers capacity to 30k (if I recall the number right) while it is there. Move away and capacity bounces back to where it was, also the NSS gets its standard 250k dump (again I may be misremembering the exact number). In other words its back in full use a few turns after you are pushed away (I had this in my AI game vs the Soviets and was expecting a long term gain).

Now take Moscow and that ends it as an NSS. Soviet logistics as they go west have 2 broad lines. Roughly to Minsk/Kiev, no real problems (they will have bad turns but it resolves). To the 1945 start line, it gets ropey, they def need to manage the situation. Into the Reich, its stop/go (with the saving element that they can release units as the front narrows). Now if the NSS is back at Saratov, crudely those lines move east, so once they reach the 1945 line they are really struggling.

2 - conditional events are a great idea and the editor supports them. The only one in the game at the moment is the Finnish release possibility and this is for practical reasons. I did a lot of coding work for Pride of Nations, and that has a lot of conditional/branching event lines.

They are hard to get right - even just at the technical level. They can unbalance the game and by definition are hard to test, esp in the context of a 200+ turn game. Also adding rare possibilities with substantial consequences is not to the taste of those players who want maximum agency.

I'd like to see a lot of conditional events, esp around early captures or the loss of key locations that were held. The risk is in setting off snowballs where falling behind escalates pretty directly into absolute defeat.

All of which is a way of saying agree fully, but be careful over what the consequences may be. A few big set piece triggers probably won't distort the game but there is a risk.

3 - again the editor allows the creation of conditional text, really the constraint here is time and willingness to generate the text.
Stamb
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Re: A number Of Moscow Questions

Post by Stamb »

I have comment about 2.

I was offering dynamic morale as one of the ways to deal with running Soviets in the South.
There were good comments to this solution and why it is not so good in the same thread below:
https://www.matrixgames.com/forums/view ... 2#p4949962
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