ORIGINAL: bcgames
What capabilities do you want to see instituted in a WEGO progression of the Desert War Engine (DWE) circa 1942 Russian Front?
This will be a leap of faith me thinks ….
ORIGINAL: bcgames
What capabilities do you want to see instituted in a WEGO progression of the Desert War Engine (DWE) circa 1942 Russian Front?
I don't understand your comment; can you expand on your thought?ORIGINAL: scout1
ORIGINAL: bcgames
What capabilities do you want to see instituted in a WEGO progression of the Desert War Engine (DWE) circa 1942 Russian Front?
This will be a leap of faith me thinks ….
ORIGINAL: BletchleyGeek
The way ahead:
* Half the Desert War hex scale from 2-miles to one mile per hex (1600 meters).
* "Double" the time scale from three to five turns per day (4 day, 1 night).
* Retain the company/battalion scale and all the unique, unit type capabilities found in Desert War.
* Add new unit types (bridging engineers, partisans, security, ski units).
* Scenarios should consist of no more than two corps per side.
* Average scenario length should be on average two to three days time (10-15 turns)...some shorter (a day--5 turns), some longer (6 days--30 turns). None longer.
* Bottom Line (My Read): Many like/want smaller, shorter scenarios. Some want larger, longer scenarios. The Priority goes to what The Many want and what we can do.
That sounds to me like a TODO list to get behind. Thanks for keeping the WEGO dream alive and looking forward to the East Front game.
I like this idea in principle.ORIGINAL: GaretBale
I agree with random game generator.
In the works.ORIGINAL: governato
Totally agree on the above list PLUS:
+ linked historical scenarios for both sides (i.e follow a real unit through real engagements during the campaign!)
Done.ORIGINAL: governato
+ more terrain/weather types (for scenario development)
Done.ORIGINAL: governato'
+ bridge units!
Can you expand on this? What more beyond what is already in Desert War?ORIGINAL: governato
+ in general anything that simulates Fog of War to its full extent, perhaps leaving the option of 'lifting it' for easier play if needed.
Not sure I understand what you mean. Can you expand on this though a bit? Thanks.ORIGINAL: governato
+ Chain of Command qualities/limitations for each side, better if set via scenario options and not just 'baked in'.
Interesting idea. I need to think about this one. This is a Monty's War wish list item.ORIGINAL: governato
+ EVENTS? Such as the ability to request (or lose!) support units/fuel/reinforcements or change objectives for additional replay value
ORIGINAL: bcgames
Hey Governato!
ORIGINAL: governato
+ in general anything that simulates Fog of War to its full extent, perhaps leaving the option of 'lifting it' for easier play if needed.
Can you expand on this? What more beyond what is already in Desert War?
well the players have almost full info on the status and location of their own units right? That is not necessarily the case in RL. Any way to simulate that?
ORIGINAL: governato
+ Chain of Command qualities/limitations for each side, better if set via scenario options and not just 'baked in'.
Not sure I understand what you mean. Can you expand on this though a bit? Thanks.
The Germans+allies had an efficient "chain of command" compared to the Red Army in Summer 42, that gave them better reaction times, force coordination, resupply and movement. Any way that allows the game to simulate those differences would be welcome. IF this can be done ad the editor level, even better, so one could
try different 'what ifs' and expand the scenarios (say: what if Soviet Tank Corps had been better trained by Summer 42).
ORIGINAL: governato
+ EVENTS? Such as the ability to request (or lose!) support units/fuel/reinforcements or change objectives for additional replay value
Interesting idea. I need to think about this one. This is a Monty's War wish list item.
Oh just simple things typical of semi random, but realistic events *during* a scenario..change of objectives from Army Group HQ , more or less fuel for a given turn, weather variability, a company being detached off map...enough to create a meaningful challenge for the commander/player who wants that.
Yes, that's on the ToDo list, pretty low down, but it's there! [8D]ORIGINAL: wodin
Also even if only chrome would like to see actual casualty figures.
ORIGINAL: governato
+ in general anything that simulates Fog of War to its full extent, perhaps leaving the option of 'lifting it' for easier play if needed.
ORIGINAL: bcgames
Can you expand on this? What more beyond what is already in Desert War?
ORIGINAL: governato
well the players have almost full info on the status and location of their own units right? That is not necessarily the case in RL. Any way to simulate that?
Desert War and the Stalingrad game do not include anything that could be described as commander stats. Can you expand on the idea of "commander stats" and how the game mechanics should account for them? Thanks!ORIGINAL: wodin
I always feel that in games where commanders have ratings their impact is never strong enough be it positive or negative.
So I'd like to see commanders if they have stats actually impact on the game.
We have the Command & Control Delay Value (CCV) which can be set in the editor for each side. This value is heavily influenced by the quality and readiness of the unit. IIRC the CCV capability was added as a direct result of your input...it's been a few years now so I may be mistaken. Regardless, how to you think we should build on the CCV foundation?ORIGINAL: governato
+ Chain of Command qualities/limitations for each side, better if set via scenario options and not just 'baked in'...
The Germans+allies had an efficient "chain of command" compared to the Red Army in Summer 42, that gave them better reaction times, force coordination, resupply and movement. Any way that allows the game to simulate those differences would be welcome. IF this can be done ad the editor level, even better, so one could
try different 'what ifs' and expand the scenarios (say: what if Soviet Tank Corps had been better trained by Summer 42).
I like it. Got some ideas on how to do it using the AI tab. More to follow...ORIGINAL: governato
+ EVENTS? Such as the ability to request (or lose!) support units/fuel/reinforcements or change objectives for additional replay value...
...Oh just simple things typical of semi random, but realistic events *during* a scenario..change of objectives from Army Group HQ , more or less fuel for a given turn, weather variability, a company being detached off map...enough to create a meaningful challenge for the commander/player who wants that.
ORIGINAL: bcgames
I like it. Got some ideas on how to do it using the AI tab. More to follow...ORIGINAL: governato
+ EVENTS? Such as the ability to request (or lose!) support units/fuel/reinforcements or change objectives for additional replay value...
...Oh just simple things typical of semi random, but realistic events *during* a scenario..change of objectives from Army Group HQ , more or less fuel for a given turn, weather variability, a company being detached off map...enough to create a meaningful challenge for the commander/player who wants that.
When do we see this capability appearing? Not before Monty's Front...
As always, thanks for the feedback!
ORIGINAL: bcgames
We have the Command & Control Delay Value (CCV) which can be set in the editor for each side. This value is heavily influenced by the quality and readiness of the unit. IIRC the CCV capability was added as a direct result of your input...it's been a few years now so I may be mistaken. Regardless, how to you think we should build on the CCV foundation?ORIGINAL: governato
+ Chain of Command qualities/limitations for each side, better if set via scenario options and not just 'baked in'...
The Germans+allies had an efficient "chain of command" compared to the Red Army in Summer 42, that gave them better reaction times, force coordination, resupply and movement. Any way that allows the game to simulate those differences would be welcome. IF this can be done ad the editor level, even better, so one could
try different 'what ifs' and expand the scenarios (say: what if Soviet Tank Corps had been better trained by Summer 42).
Manstein: Master Chef Throw-down! Last time was payback...This time--it's babyback!ORIGINAL: governato
I like this idea ESPECIALLY if the player is allowed to change the other player/AI allocation As in: how many VP or resources would you be willing to give up to decrease your opponent's fuel/ammos or change their time table/objectives? ...I have seen this at work in TV chef reality shows and it was really fun...
I'm going to matrix-out the potential CCV touch-points in the engine and see where to go from there. Off the top of my head, CCV might be a nice "power-up" for success in the linked campaign scenarios.ORIGINAL: governato
ah right! Glad to know I was smart at some point. I'd extend on the concept wherever CCV or `strength/ values do not play a role already ...for example cooperation bonuses/column shift my fail for weaker units (as in: damn the artillery barrage was 20 mins late than planned!) , recon maybe more effective for certain units because staff (not planes) are better etc etc...
ORIGINAL: bcgames
Desert War and the Stalingrad game do not include anything that could be described as commander stats. Can you expand on the idea of "commander stats" and how the game mechanics should account for them? Thanks!ORIGINAL: wodin
I always feel that in games where commanders have ratings their impact is never strong enough be it positive or negative.
So I'd like to see commanders if they have stats actually impact on the game.
Good idea. I have some strong thoughts on how to emplement it. It will not happen in Stalingrad--but Monty's Front is wide open as a solid idea.ORIGINAL: wodin
Well a useless leader can have great troops under his command and waste the lot, history is filled with useless leaders squandering their troops...Make leaders mean something like real life.