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Plan Orange - 7/30/2006 12:48:42 AM   
djr007

 

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I am interested in purchasing "Plan Orange" but I would like to get some feedback from those who have the game
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RE: Plan Orange - 7/30/2006 12:59:30 AM   
Bodhi


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If you want some feedback On War Plan Orange, you may get a better response if you ask some specific questions in the War Plan Orange forums.

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RE: Plan Orange - 8/1/2006 7:25:48 PM   
Rysyonok


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quote:

ORIGINAL: djr007

I am interested in purchasing "Plan Orange" but I would like to get some feedback from those who have the game


Generic question - generic answer.

If you love military history, get it. Even when you get tired of playing it, it's a unique collection of military data, well worth the money.

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RE: Plan Orange - 8/1/2006 7:34:50 PM   
Zakhal


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I had doubts as well but I finally bought it last weekend and Im quite happy with the purchace (more than happy Im loosing my sleep waiting for the turns).

The only exception is that you must play pbem and with 2-3 days per turn to minimize the amount of "nothing happened" turns.



< Message edited by Zakhal -- 8/1/2006 7:37:52 PM >


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RE: Plan Orange - 8/1/2006 11:53:44 PM   
Rysyonok


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I strongly recommend against 2-3 day turns. When the pace picks up, you'll need every opportunity to react and change orders for your units you can get.

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RE: Plan Orange - 8/2/2006 12:16:29 AM   
Zakhal


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quote:

ORIGINAL: Rysyonok

I strongly recommend against 2-3 day turns. When the pace picks up, you'll need every opportunity to react and change orders for your units you can get.


Thats only if youre on the same timezones so you can occasionally do more than one turn per day. In my current game if wed do one turn per day it could be many RL days that nothing happens in the game. Its a sure way to boredom.

On the goodside without the airpower WPO is more suited than WITP to multiple turns. Our current game is going just fine even without daily micromanagement. Just have to plan the orders in 3 days advance and relay on the tactical AI to do its best. I havent had problems and Im having fun. And having fun is the important thing.

Also I really like the fact that there is an actual chance to play the whole game through without wasting RL years on micromanagering each and every detail while watching daily turns in which nothing happens. With three days per turn we can cover 2-3 years in say six to seven RL months which is in reasonable time for a game of this scale. With one day per turn its 1.5 RL years. And thats just too long atleast for me.

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"99.9% of all internet arguments are due to people not understanding someone else's point. The other 0.1% is arguing over made up statistics."- unknown poster
"Those who dont read history are destined to repeat it."– Edmund Burke

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RE: Plan Orange - 8/2/2006 12:15:04 PM   
Arkady


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Well, I play it differently, WPO with 1 day/turn but WITP 2 days/turn setting
With ability to detect and react on enemy movements I "trust" AI commanders in WITP more than in WPO
In WPO you must decide where enemy appear, it is more guessing without proper air recon


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RE: Plan Orange - 8/2/2006 4:33:49 PM   
Rysyonok


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I guess I was a bit blind to how long a game can take since my opponent and I can sometimes exchange 4-5 turns a day and we're playing a 1 1/2 year long campaign...

It is tempting to play 3-day turns but then it's tactical AI vs tactical AI. I can't tell you how many times I laid traps for damaged ships by covering every single possible path of retreat, especially when it comes to subs. Can't do that with 3-day turns...

And what about chasing enemy carriers? Every hour counts ;)

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