Some Idea's for future releases

Korsun Pocket is a the second game using the award winning SSG Decisive Battles game engine. Korsun Pocket recreates the desperate German attempt to escape encirclement on the Russian Front early in 1944. The battle is a tense and exciting struggle, with neither side having a decisive advantage, as the Russians struggle to form the pocket, then try to resist successive German rescue efforts and last ditch attempts at breakout.
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FrankJ
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Some Idea's for future releases

Post by FrankJ »

Some features I would like to see in future releases:

1. Engineers to have the ability to build bridges under the right conditions. Not just repair and destroy.

2. Another combat result called "disruption". A unit could be disrupted as a result of combat, and return to normal after one turn. Certain restrictions would be place on disrupted units.

3. A seperation in supply for fuel.
FrankJ
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Post by FrankJ »

Any feedback on these items from the designers?

Why can't engineers assist river crossing where no bridges exist?

Does disruption sound like a realistic combat result?

I think having fuel as a separate supply would make the game more interesting. A player would have to plan this motorised moves more carefully, and not just move tank units at will.
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Gregor_SSG
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Post by Gregor_SSG »

FrankJ wrote:Any feedback on these items from the designers?

Why can't engineers assist river crossing where no bridges exist?

Does disruption sound like a realistic combat result?

I think having fuel as a separate supply would make the game more interesting. A player would have to plan this motorised moves more carefully, and not just move tank units at will.
The next game, Battles in Normandy, will allow designated support units (i.e. the right sort of Engineers) to bridge rivers.

You can think of a step loss suffered by a unit with timed replacements as a disruption result. The unit loses some effectiveness, but will recover, with better units recovering faster.

We could model fuel separately, but if you go too far in that direction you end up with a game best described as 'Achtung! Quartermaster', and I think that would strain the loyalty of the already small wargames market. The current supply system gives you enough to think about, and produces reasonably realistic results.

Gregor
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Crimguy
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Post by Crimguy »

Gregor_SSG wrote: We could model fuel separately, but if you go too far in that direction you end up with a game best described as 'Achtung! Quartermaster', and I think that would strain the loyalty of the already small wargames market. The current supply system gives you enough to think about, and produces reasonably
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Kevinugly
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Post by Kevinugly »

It has to be said that some people just love to micro-manage at a level most of us would find scary. Might be nice to give them the option in future games, coding time and hard-drive space permitting of course.
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FrankJ
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Post by FrankJ »

Gregor,

Thanks for your response. Engineer units able to build bridges in future releases sound great.

Your response on the disruption makes a lot of sense.

No I'm really not a mico manage freak. I saw that battlefields was going to incorportate fuel supply in their game, and thought it was a great idea. I have also seen this feature in boardgames. Somehow the idea of deciding which panzer div. to allocate the fuel for a upcoming offensive is interesting to me. Your response make sense though, and your game is great.
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