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Earth to Mars!
Posted: Fri Aug 08, 2003 10:12 pm
by Capt Cliff
When is this game going to be made into a truly OPERATONAL game! Now is some where between tactical and operational!
1) How about a true Air Command System, like the system from Bombing the Riech? Also set it up so the bloody thing can run for a week without constant monitoring this airbase and that airbase! Bomb Lae on Monday, Rabaul on Tuesday, etc. unitl you've used up the week. All from one window.
2) A True logistic command system where to allocate AK's to the supply command and the run supplies about the map, but do it from ONE window!
3) A true Task Force command system; with air combat, invasion, invasion supply and invasion evacuation. All to operated from ONE window! For an invasion select a port where it starts, a place to invade, the assault units and ships, an please keep track of what can fit onto what!
4) A true land combat system; where each ground area is displayed and you can micromange the bejeezes out of it but from ONE window!
The concept of this game was fantastic, the execution...well?
Thanks Matrix for boldly going when no gamer has gone before!
Ahroorah!
Re: Earth to Mars!
Posted: Fri Aug 08, 2003 10:55 pm
by Sonny
Originally posted by Capt Cliff
When is this game going to be made into a truly OPERATONAL game! .............
4) A true land combat system; where each ground area is displayed and you can micromange the bejeezes out of it.............

:rolleyes: :rolleyes:
Posted: Sat Aug 09, 2003 4:20 am
by Damien Thorn
LOL
Posted: Sat Aug 09, 2003 6:19 am
by Capt Cliff
Sonny and Damien,
My post was meant to be constructive while yours are destructive. It is true about "casting pearl before swine".
Both of you should take Snigbert to heart, Sonny's well meaning quote, which he either doesn't understand or just thinks it looks cool. To be historical there must be a command structure.
Let's see land combat...with flank attack option, frontal assault option, banzi otion, artillery duel option....ok? Now that's there's a frame around it understand? Oh, one more thing how about a commanding general option? I guess that's why we have maps, to give people directions. Do you both need a frame around that one?
Ummm ... An air combat TF with damaged carriers reacting toward enemy carriers ... Are the moons of Barsoom out tonight Boys?
Posted: Sun Aug 10, 2003 6:45 am
by Snigbert
Captain Cliff - You have some interesting suggestions there. I will respond to them to the best of my ability:
1) How about a true Air Command System, like the system from Bombing the Riech? Also set it up so the bloody thing can run for a week without constant monitoring this airbase and that airbase! Bomb Lae on Monday, Rabaul on Tuesday, etc. unitl you've used up the week. All from one window.
It is possible to run week long turns, however your air missions wouldn't change from day to day for the air groups. I haven't played much BTR so I'm not sure what you would like to change to make it more similar...In UV the action revolves around controlling air bases, and operating them to their best efficiency. I agree it is a pain in the a$$ checking airgroups morale and fatigue every turn, but the problem is you dont know from day to day what kind of condition an air group will be in from the previous day, so if you plan a week of attacks and the first day wipes out the fighting spirit of your air group, by the end of the week they will be at death's door. One of the big struggles for a commander in this theatre was keeping the pilots flying, keeping them happy, keeping them alive. It isn't necessarily fun, but like supplies, it is important to winning the game.
2) A True logistic command system where to allocate AK's to the supply command and the run supplies about the map, but do it from ONE window!
This will be available in War in the Pacific.
However, I dont know if they will make it backwards compatable to UV because the scope of UV doesn't warrant this to the degree that WitP does.
3) A true Task Force command system; with air combat, invasion, invasion supply and invasion evacuation. All to operated from ONE window! For an invasion select a port where it starts, a place to invade, the assault units and ships, an please keep track of what can fit onto what!
I think this would be useful as well. I will mention it on the development board.
4) A true land combat system; where each ground area is displayed and you can micromange the bejeezes out of it but from ONE window!
Keep in mind, just because you dont see something or have options to control it, doesn't mean it isn't occuring behind the scenes.
For example, ground combat is actually a complicated chain of morale checks, attacks, bombardment, disruption, and many other factors for each unit involved...but all you see on the screen is a brief summary and the resulting outcome of battle. However the decision was made by the developers on how much involvement they want to give the player in issueing orders and controlling ground combat. Some people, like yourself, would see this as an interesting new aspect of the game they could control. Others see it as more micro-managing. I think the developers were looking for a balance between the two.
Thanks Snigbert!
Posted: Sat Aug 16, 2003 1:17 am
by Capt Cliff
Thanks for the constructive and informative comments. I am really hoping that WitP revamps the UV system enough to produce a real Theater Commanders feel to the game. Too much tactical interface will only slow the game down. WitP must be played on weekly turns! If daily turns are the only option due to the nature of the AI, the game will become as unplayable as the paper game was.
Posted: Sat Aug 16, 2003 9:46 pm
by TIMJOT
Originally posted by Snigbert
Keep in mind, just because you dont see something or have options to control it, doesn't mean it isn't occuring behind the scenes.
For example, ground combat is actually a complicated chain of morale checks, attacks, bombardment, disruption, and many other factors for each unit involved...but all you see on the screen is a brief summary and the resulting outcome of .
Snigbert.
I want to believe that this is the case, but it seems to that UV at least, its simply based on getting the magic 2:1 odds. I really hope this is going to change for WitP or else whats going to happen in Malaya and the Philipines were the IJA historically never came close of reaching those odds, yet emerged victorious. Not to mention some of the US marine amphib assaults that never reached those odds either.
Re: Thanks Snigbert!
Posted: Sun Aug 17, 2003 1:34 am
by Tanaka
Originally posted by Capt Cliff
Thanks for the constructive and informative comments. I am really hoping that WitP revamps the UV system enough to produce a real Theater Commanders feel to the game. Too much tactical interface will only slow the game down. WitP must be played on weekly turns! If daily turns are the only option due to the nature of the AI, the game will become as unplayable as the paper game was.
you will have the same turn options as in UV. daily, weekly, whatever choice you want.
Posted: Sun Aug 17, 2003 5:36 am
by Snigbert
I want to believe that this is the case, but it seems to that UV at least, its simply based on getting the magic 2:1 odds. I really hope this is going to change for WitP or else whats going to happen in Malaya and the Philipines were the IJA historically never came close of reaching those odds, yet emerged victorious. Not to mention some of the US marine amphib assaults that never reached those odds either.
According to the developers, this is the case. I'm not sure whether they are going to revisit the ground combat engine for WitP, but I would be awfully surprised if they didn't. They are aware of the perception of a 2:1 automatic victory in ground battles.