A few questions.

Panther Games' Highway to the Reich revolutionizes wargaming with its pausable, continuous time game play and advanced artificial intelligence. Command like a real General, under real time pressures to achieve real objectives on a real map all within the fog of war. Issue orders to your powerful AI controlled subordinates or take total control of every unit. Fight the world's most advanced AI opponent or match wits against your friends online or over a LAN. Highway to the Reich covers all four battles from Operation Market Garden, including Arnhem, Nijmegen, Eindhoven and the 30th Corps breakout from Neerpelt.

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Cpt Kernow
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A few questions.

Post by Cpt Kernow »

I was just playing Devils Hill as the allies.

In this scenario the Axis powers main asset is there powerfull artilery. This can bombard exposed units into submission. I wanted to evict some axis forces from some woods and push them beyond the tree line into the polder beyond.

To make sure of this I ploted my attack to the tree line, and then ploted a withdraw command so my forces could fall back to the safety and cover of the woods and not be spoted and then attrited heavily by the OPFORs artilery. My attention went elsewhere, but when it came back to this sector the orders hadnt been procesed yet but something didnt look right. I checked the waypoints and they had all been changed to withdraw commands.

Is there any way to plot movements from the attack finish point?

My other question is how come there is not more community developed around this brilliant game that also got the reviews it deserved?

I know a new game is coming out soon but I expected to find more life on these forums and more general buzz around the TCP/IP multi player aspect of the game which I would imagine (yet to try it) makes this engine truely shine.

In essence I am just curious as to why this game hasnt got a much much higher profile amongst the wargamming community. What is the general consensus of opinion on this. Surely a demo might have helped? RDOA had a bigger profile and that was an inferior (though still excellent product) game. That had a demo.
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JeF
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RE: A few questions.

Post by JeF »

Hi Cpt,
ORIGINAL: Cpt Kernow
Is there any way to plot movements from the attack finish point?

AFAIK, you can't.
Waypoint task and movements along the arcs are determined by the last order you give.
For example
- for an attack, the troops move in column to the last way point (the FUP), where a re-org task await them, then they assault the given objective, with the programmed formation and frontage,
- for a move order, the unit keeps the formation, frontage and depth along all the arcs.

I did not check, but a withdraw order would be like a defend : moving in road columns along the waypoints to the last one.
My other question is how come there is not more community developed around this brilliant game that also got the reviews it deserved?
[...]
Surely a demo might have helped? RDOA had a bigger profile and that was an inferior (though still excellent product) game. That had a demo.

Well to (mis-)quote Arjuna on the subject : "If 10% of the people who downloaded the demo bought the game I'll be flying the company's Learjet right now." [8|]I reckon I wouldn't have bought the game without the demo, but it does not make everything.

Why not a bigger community ? I really don't know.
Not because of the quality game or the developpers' behaviour.

One of the hypothesis that comes to mind is that wargamers are very conservative. Airborne Assault depart from nearly all traditions : no hexed or squared grid, no ZOC, no phase, no turn, orders delay, no PBEM, no CRT, etc... On the other hand, it is not gorgeous like traditional RTS : no 3D view, no gathering, no building (except a couple of bridges), limited sounds effects, basic 2D maps, standard counters.

A lot of seasoned wargames are confused by these games principles, mainly by the necessary delegation to subordinate commanders and the time management. And there are no nice graphics (3D, shaders, first person view) to seduce the mass market.

With this in mind, maybe RdoA did not sell well at BF.C because most of gamers there were interested in 3D tactical tanks combats and not in 2D operational wargames. Unfortunately, at Matrix, HttR did not offer much more than a complete set of scenarios and a slight interface overhaul. Some RdoA buyers maybe did not want to pay full price for it. I did, I don't regret it.
Let's hope that by solving the two main issues from HttR (overdone operation and no supply), CotA will be more successful.

My (limited) 2 cents (*),

JeF.
(*) and yes I'm biased ! [;)]
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JJKettunen
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RE: A few questions.

Post by JJKettunen »

ORIGINAL: JeF

One of the hypothesis that comes to mind is that wargamers are very conservative.

I believe that's true. I also believe that with time this game engine will be very popular amongst grogs.
Jyri Kettunen

The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.

- A. Solzhenitsyn
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Arjuna
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RE: A few questions.

Post by Arjuna »

ORIGINAL: Cpt Kernow
Is there any way to plot movements from the attack finish point?

No there is not. You would need to wait until the final reorg was finished - ie the reorg on the objective that occurs after the assault.

As to your other question about why the game is not as popular, well I think JeF and Keke nailed it. Wargamers are by their nature conservative and we're blazing a new trail. Sometimes you have to charge forward and pray the rest will follow in time - courage and faith ( the two great virtues ).

The best way to get more wargamers interested is to spread the word to all you know. Thanks,
Dave "Arjuna" O'Connor
www.panthergames.com
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