On Demand Moto Division exploitation unit

Share your gameplay tips, secret tactics and fabulous strategies with fellow gamers here.

Moderator: Joel Billings

User avatar
Beethoven1
Posts: 1439
Joined: Wed Mar 24, 2021 9:23 pm

RE: On Demand Moto Division exploitation unit

Post by Beethoven1 »

ORIGINAL: loki100

There comes a point where any complex game can be broken/exploited if you head off far enough from the basic design. Some/most can be dealt with some ease, but it can't legislate for every potential issue?
.


This is true, and if nothing else, for one thing it can always be handled by house rules. For example, there could be a house rule "you can only motorize." But your point that it is very hard to eliminate all possible exploity/broken stuff in a game is definitely valid (I make a multiplayer mod for Hearts of Iron IV that tries to make that game more historical and remove every possible exploit I can, so I have some direct experience dealing with that sort of thing!).

I would think it would also be possible to program in a limitation such as "units must be ready (not unready) to be motorized and only full-divisional-size units such as full-infantry divisions can be motorized."

But at its core, you can remove a lot directly in a game (or mod) itself, but it is hard to find and remove every such thing.

One good part about WITE2 muliplayer, however, is games take place over a relatively long period of time, with a repeated opponent. This gives players an incentive to play reasonably/sensibly in a manner agreed to with their opponent, or else they may find that they don't have an opponent in the future! :)
Mehring
Posts: 2473
Joined: Thu Jan 25, 2007 8:30 am

RE: On Demand Moto Division exploitation unit

Post by Mehring »

, they'd still be able to move long distances in friendly territory, which is what the original temp motorization rules were intended for. Limiting to just friendly hexes would prevent them from being used in the ad hoc way that they were used at times in the war.
What about having to designate a unit to be motorised a week in advance, something like prep points for paratroops? That would prevent unrealistic spontaneous motorisations which in real life would take time to organise and administrate.
“Old age is the most unexpected of all things that can happen to a man.”
-Leon Trotsky
notenome
Posts: 608
Joined: Sun Dec 27, 2009 11:07 pm

RE: On Demand Moto Division exploitation unit

Post by notenome »

I posted a thread on the main forum before I saw this topic but yeah, motorization appears to have pretty much broken H2H play, as can be clearly seen by the number of house rules cropping up around it. It is enabling a ton of gamey things in early GC turns that can be counteracted but turn this into a very different game, and one that I think many just don't want to play. And again, given the nature of turn 1 in the GC, we are already seeing temp motorization becoming standardized (particularly the cheap motorization of security divisions) as Axis players try to craft ever more maximally effective T1 openings.

At this moment I think this is a much better game without this feature, but if it is to be kept it should be curtailed to a form of non-rail bound admin movement.
RoadWarrior
Posts: 226
Joined: Fri May 08, 2020 10:11 am

Magic should not be part of a WWII game.

Post by RoadWarrior »

Was not the hole point of WitW + WitE 2 to end the gamey logistics of WitE?

This seems far worse as it appears people have just "found it". Delete a few junk/plane/HQ units for the trucks and MoT 3 infantry divisions per turn and GHC can easly over run enough VP's to win the game by late 41, playing stalemate from late 41 to 45. Boring!!

I hope this is fixed very soon, I just bought the game and had very high hopes for it.

Was WitE 2 play tested at all?

No way I am playing it HvH or telling others to buy the game until this Wizard of OZ stuff is nerfed.
User avatar
Laits
Posts: 144
Joined: Fri Nov 01, 2019 4:51 pm

RE: Magic should not be part of a WWII game.

Post by Laits »

ORIGINAL: RoadWarrior

Was not the hole point of WitW + WitE 2 to end the gamey logistics of WitE?

This seems far worse as it appears people have just "found it". Delete a few junk/plane/HQ units for the trucks and MoT 3 infantry divisions per turn and GHC can easly over run enough VP's to win the game by late 41, playing stalemate from late 41 to 45. Boring!!

I hope this is fixed very soon, I just bought the game and had very high hopes for it.

Was WitE 2 play tested at all?

No way I am playing it HvH or telling others to buy the game until this Wizard of OZ stuff is nerfed.

I really don't understand why your are so upset. Nobody will use this tactic if you have some gentleman agreement with your opponent and the AI is not concerned with this.
Nobody has interest to exploit gamey tactics for we play long term campaigns.
Finally I'm pretty sure that motorizing 1 infantry corps per turn is not a good tactic in the long run for it burns quickly all your trucks and AP that could be used elswhere (depots, changing leaders, etc.).

More majorum
Denniss
Posts: 9131
Joined: Thu Jan 10, 2002 10:00 am
Location: Germany, Hannover (region)

RE: Magic should not be part of a WWII game.

Post by Denniss »

You will always find someone who experiemtns a lot to find ways to work around some rules or find/use exploits.
In WitE1 we had several versions released purely to fix recently discovered exploits/work arounds.
WitE dev team - (aircraft data)
WitE 1.08+ dev team (data/scenario maintainer)
WitW dev team (aircraft data, partial data/scenario maintainer)
WitE2 dev team (aircraft data)
User avatar
Bamilus
Posts: 979
Joined: Fri Apr 30, 2010 3:01 pm
Location: The Old Northwest

RE: Magic should not be part of a WWII game.

Post by Bamilus »

*Pelton has joined the chat*
Paradox Interactive Forum Refugee
Denniss
Posts: 9131
Joined: Thu Jan 10, 2002 10:00 am
Location: Germany, Hannover (region)

RE: Magic should not be part of a WWII game.

Post by Denniss »

at least Pelton reported those on a regular basis
WitE dev team - (aircraft data)
WitE 1.08+ dev team (data/scenario maintainer)
WitW dev team (aircraft data, partial data/scenario maintainer)
WitE2 dev team (aircraft data)
User avatar
loki100
Posts: 11705
Joined: Sat Oct 20, 2012 12:38 pm
Location: Utlima Thule

RE: Magic should not be part of a WWII game.

Post by loki100 »

ORIGINAL: Denniss

at least Pelton reported those on a regular basis

he didn't really, he used his position as a tester to then set up a series of easy wins when a given patch was released.
Post Reply

Return to “The War Room”