Game play questions and possible enhancements?
Posted: Mon Aug 18, 2003 9:23 pm
I just have a question for any of those who can answer it.
How does the attacker still get 2-1 odds when my defense is 34 and the attacker is 10? I also have the potential to lose units easier than the attacker. See the attached bitmap.
I also noticed that when you attack with overrun capability you can basically wipe out a unit and still not have to worry about supply. Basically, overrun gives you a "free" attack. That does not make sense.
The engineer units are almost useless unless they have combat capability. I don't spend a lot of time repairing bridges.
I don't know if enyone has played the World at War series of games from Atomic Games but they included fatigue, disorganization and morale in its units. You cannot attack a unit and be fully "functional" after each attack. As well, AA units doubled with air interdiction and AT capabilities. Engineer units were also able to "dig in" and/or make fortifications which increased the defense capability of any units occupying that hex. The downside was that it needed time, lots of time. Engineers also gave bonuses to attacks when attacking fortifications. Overrun was used to completely wipe out a very week unit and position your own units one extra hex further. Think if as a movements bonus during an attack.
This is still a great game but I think that if these enhancements are incorporated in KP, gameplay would be greatly improved.
If this is beyond what the dev guys intended, are there any other counter and hex based games that have this kind of detail?
THX
How does the attacker still get 2-1 odds when my defense is 34 and the attacker is 10? I also have the potential to lose units easier than the attacker. See the attached bitmap.
I also noticed that when you attack with overrun capability you can basically wipe out a unit and still not have to worry about supply. Basically, overrun gives you a "free" attack. That does not make sense.
The engineer units are almost useless unless they have combat capability. I don't spend a lot of time repairing bridges.
I don't know if enyone has played the World at War series of games from Atomic Games but they included fatigue, disorganization and morale in its units. You cannot attack a unit and be fully "functional" after each attack. As well, AA units doubled with air interdiction and AT capabilities. Engineer units were also able to "dig in" and/or make fortifications which increased the defense capability of any units occupying that hex. The downside was that it needed time, lots of time. Engineers also gave bonuses to attacks when attacking fortifications. Overrun was used to completely wipe out a very week unit and position your own units one extra hex further. Think if as a movements bonus during an attack.
This is still a great game but I think that if these enhancements are incorporated in KP, gameplay would be greatly improved.
If this is beyond what the dev guys intended, are there any other counter and hex based games that have this kind of detail?
THX