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Commander Europe at War Update, Part 2 or Extension

 
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Commander Europe at War Update, Part 2 or Extension - 3/3/2009 8:43:10 PM   
Ras Tshubai

 

Posts: 11
Joined: 3/3/2009
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First of all I would like to congratulate you for this excellent game. I have now played about 30 games (against the AI – don’t like PBEM) and I am still not done trying out new strategies and simulating ‘what-ifs’. For a player in its thirties with family and kids that find time two three days a week for 2 hours to play it has the right balance between simple and easy to understand menus and not being over freighted with too many options. It fits nicely in between SC and HOI.

The game setup and game engine you created for CeaW is excellent and could be used in many more ways, as has been started with C Napoleon at War. What I would love to see is a Pacific scenario, a world scenario and I could also imagine a purely naval scenario. The first two would have the setup like CeaW just in a different region; the last one put the player in charge of running the Axis or Allies fleets with a set of objectives.

Being interested in naval history (over 250 books in my collection) I think the naval system is very nicely balanced in the 1.06 version. I had some great battles in the Atlantic, even against the AI, that were close to what happened as described by the books. Playing Axis I have seen Allie convoys being escorted to Russia by destroyers and battleships. The naval war in the Med though needs improving as the British fleet is doing nothing and allows me to put into place a strategy to get Rommel through Iraq/Iran to conquer the Russian oil fields from the south. (actually I have never ran out of oil as Axis while playing with 6 German panzer divisions and 6 aircraft units and extensive naval operation) A system like SC of reducing supplies when enemy ships are around might be interesting and easy to implement.
Further on naval matters, I think having submarines pass the street of Gibraltar would be fair, with losses applied due to assumed English destroyer coverage. So far no passage is possible.

Some other points I would really like to see:

- Have an option to play historic set up or select all the countries as part of Axis and Allies myself. That would really add to the fun of trying out things and ‘what-if’ scenarios.
- I like the approach to research but I would like the upgrades a little nit closer to historic developments. Why not add a system like Civilisation uses it where you research a new feature (as is today in CeaW) that allows you to built a better type of unit e.g. tank or other. So with the tank upgrades going up playing Axis I would start with Panzer III, than go Panzer IV and later Tiger, Panther, Kingtiger etc. Coupled with a little bit of historic info like available for the generals that would be great.
- Leaders/Commanders/generals: why not add the option to buy leaders to ships and aircraft or in a wider sense leave the leaders on land as Chief of fleet. They could be based in a harbour town and allow a certain number of ships or aircraft to be commanded by them. So you could buy Doenitz for the German submarines, leave him in Brest and gain some bonus strength for the units.

Any idea if Matrix/Slitherine are going to work on future versions?

Post #: 1
RE: Commander Europe at War Update, Part 2 or Extension - 3/3/2009 9:16:45 PM   
firepowerjohan


Posts: 378
Joined: 4/7/2007
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Thanks for the ideas, I agree with most of them and yes that would require an expansion or sequel since it changes the gameplay quite a lot.
For correction, Commander Europe at War is sold by a number of publishers (including Matrix Games) but was produced by Firepower Entertainment, Slitherine Software and DoubleThink Studios.

< Message edited by firepowerjohan -- 3/3/2009 9:20:40 PM >


_____________________________

Johan Persson - Firepower Entertainment
Lead developer of:
World Empires Live http://www.worldempireslive.com/
CEAW http://www.slitherine.com/forum/viewforum.php?f=18
CNAW http://www.slitherine.com/forum/viewforum.php?f=52



(in reply to Ras Tshubai)
Post #: 2
RE: Commander Europe at War Update, Part 2 or Extension - 3/7/2009 10:06:28 PM   
Ras Tshubai

 

Posts: 11
Joined: 3/3/2009
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Thanks Johan. Coming back to the last part of my message, is there anything you can tell about future developments based on CEaW?

(in reply to firepowerjohan)
Post #: 3
RE: Commander Europe at War Update, Part 2 or Extension - 3/9/2009 10:34:43 AM   
IainMcNeil


Posts: 2804
Joined: 10/26/2004
From: London
Status: offline
We're about to release the game on PSP & DS in Europe. This is a huge step forwards for the Commander series and brings real strategy games to handheld platforms. We're also releasing the gold version on PC. The gold version has some cosmetic changes but mainly add fast play cversions of all scenarios - ideal for multiplayer.

Check out http://www.slitherine.com/games/mh_ceaw_gold_pc

You can pre-order from Amazon in the UK, but the game is also releasing in French, German, Spanish & Italian around Europe.



_____________________________

Iain McNeil
Director
Matrix Games

(in reply to Ras Tshubai)
Post #: 4
RE: Commander Europe at War Update, Part 2 or Extension - 3/9/2009 4:56:28 PM   
Ras Tshubai

 

Posts: 11
Joined: 3/3/2009
Status: offline
Yes I read about it. That's really great news and I hope your sales go well. As I said earlier I belive the engine of CEaW has great protential for further games or variations of CAeW. Aside of the Gold version, what can you tell us about future development plans for the PC-based player community?

(in reply to IainMcNeil)
Post #: 5
RE: Commander Europe at War Update, Part 2 or Extension - 3/10/2009 12:45:51 PM   
IainMcNeil


Posts: 2804
Joined: 10/26/2004
From: London
Status: offline
We want to progress the series and have some ideas but nothing we can talk about officially yet.

_____________________________

Iain McNeil
Director
Matrix Games

(in reply to Ras Tshubai)
Post #: 6
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