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All Forums >> [Current Games From Matrix.] >> [World War II] >> Uncommon Valor - Campaign for the South Pacific >> Wow... Page: [1]
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Wow... - 7/18/2002 2:22:13 AM   
motaman

 

Posts: 31
Joined: 7/17/2002
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Remember Great Naval Battles 2, the one set in the South Pacific. Well, I've been playing that simulator, trying to satisfy my love for WW2 Pacific naval combat, for years now. But with the aged graphics, lack of detail, poor air combat design, and major bugs it was getting old and boring.
Imagine my delight when searching for an updated version of GNB I came across Uncommon Valor! I'm like a starving dog with a ribeye waiving infront of my face. ...which leads me to my next question; Where can I get the best deal??

I'd also like to take this oppertunity to say that while the game description and reviews sounded great and were sufficient, what put the icing on the cake was this forum. It reminds me of the old TOAW forums where intelligent people make intelligent requests and they're givin the proper attention by the designers/patch makers.
I want to express my thanks to both groups for making and helping improve what could the best WW2 Naval simulator for years to come. I can't wait to play, I know I won't be dissapointed.
Post #: 1
- 7/18/2002 10:23:54 AM   
Drongo

 

Posts: 2205
Joined: 7/12/2002
From: Melb. Oztralia
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Glad you're exited.

In terms of the best deal, I have seen other posts that mention that pre-loved copies for sale have appeared on the web. It may be worth a search. Otherwise, I would assume any purchases from the distributors would be a standard deal. Others will know more.

Just a little clarification to your expectations. I share your passion for good naval sims. In my opinion UV is a great game but If you are after a game purely on the basis that it offers highly detailed surface and carrier-based air combat, this game is not strong in this area. Hopefully this comment will attract the grogs (experienced blowhards;)) so that you get other opinions. I will give you a short description of what I mean.

The who, when and where aspects of your airstrikes is handled by the AI (often with results that have players banging their heads in frustration over why an airstrike was not launched and if it is, at what target). All the players can do is assign general mission types to their squadrons and set engagement altitudes. Enemy bases can be set as potential targets but not enemy TF's. After that you sit back and let the AI determine what will happen. On the positive side, all the factors that influenced air combat (experience, weather, fatigue etc) are taken into account. If you are looking for the player control levels of something like CAW, look elsewhere. Also, you may have noted from reading other threads that LBA (Land Based Air) can achieve, rightly or wrongly, far greater effectiveness in low level anti shipping strikes than would be indicated historically. This characteristic will not become obvious when playing the AI as it tends to use LBA level bombers medium altitudes but expect it when playing PBEM. A patch is currently coming out that includes a reduction in the effectiveness of low level shipping attacks by level bombers. What impact it will have is yet to be seen.

On the subject of surface combat resolution, player interaction once again is minimal (none during the resolution phase). Once again you can give general orders to TF's along the lines of move to this hex/base and perform this task using these qualifiers (ie stay and patrol or retire on task completion). Once again you cannot tell one TF to attack another. You select which ships to make up the TF and which officer will lead it (care should be taken to get the right man for the job). Once more the AI takes over for the duration once the turn resolution begins. If surface combat occurs, a screen will appear showing the opposing TF ships laid out in rows on opposite sides (a la Pacwar). The AI then determines which commander has achieved tactical superiority (ie crossed the 'T') and then the firing begins between ships that have seen each other. Range will change during the engagement and the combat may last quite a few rounds. It is like watching a sophisticated version of 'Battleship'. On the plus side, radar, experience, gun and torpedo characteristics etc are all incorporated into the model. If you want player interaction and detail along the lines of GNB, keep looking for that updated version. The patch will change one or two aspects of surface combat but the combat will still follow along the same lines as above.

In my opinion, this game is a great attempt at producing an operational/strategic simulation of the South Pacific Theater 42-43. It is not surprising, therefore, that it does not come with the naval combat detail and player control of GNB (it's simplistic strategic game was really an excuse to give the player a lot of battles). I am getting as much enjoyment from UV as I did from GNB but they are really complete opposites.

I hope my post has been of some benefit.

_____________________________

Have no fear,
drink more beer.

(in reply to motaman)
Post #: 2
- 7/19/2002 3:00:06 AM   
motaman

 

Posts: 31
Joined: 7/17/2002
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Whoa....

I'm a little shocked to hear Enemy TF's can't be targeted. How can the game get away with that? You mentioned the AI selects targets, is it any good at it?

A few problems I can see with air power would be:
Whats to stop my carrier from sending it's planes to transport TF's when right next to it is a carrier TF.
What about attacking a TF while it's fighter CAP is refueling or after it's planes just made an attack (landing).
And what about attacking with torpedo bombers drawing the CAP low and following up with dive bombers.

Surface targets not being able to target eachother sounds pretty bad, but I could see it work if you just select a destination, tell the TF to search and destroy, and it'll seek out TF's in it's area.

I see no justification for not allowing the commander to select the most important of targets. This makes no sense at all. Even in design terms how hard is it to allow me to pick a naval target? I don't understand. This game seems more operational than strategic (battalions, ranged attacks, etc.) Does someone have a good explination for this?

Though i'm discouraged from the idea of not being givin total control over what i consider to be the most important factor in naval combat, i do still retain some excitment. But excitment might turn to anger if the system is full of flaws. If it's effective enough to "just get by", I suppose it's better than nothing.

I apprecieate the heads-up Drongo. To me these, flaws i'll call them, seem like a major deal, but I don't see many people complaining (unless they are all in older posts.) On a frustration scale from 1 to 10, what would you rate not being givin command over the selection of naval targets?

(in reply to motaman)
Post #: 3
AI Target Selection - 7/19/2002 3:30:21 AM   
Scouters

 

Posts: 75
Joined: 4/1/2002
From: Tulsa, Oklahoma, USA
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AI target selection is a result of the scale of time and command in the game. You are considered the theatre commander and you are able to set the objectives and mission parameters for your TF's. Many tactical choices are left to the TF commander. Secondly, each turn represents 24 hours and in the course of a given turn opportunities for air strikes appear and disappear in a matter of hours. That's why the AI is the primary mechanism for designating air strikes. You are still able to select general options (individual squadron missions, altitudes, CAP percentages, etc.)

As for the quality of the targeting AI, I think it does a great job. Enemy carrier TF's are considered high priority targets and are aggressively attacked. Other capital ships and transports are targeted secondarily. The AI also does a good job of choosing the right numbers, composition, and escorts (when appropriate). You won't see it send 90 SBD's with heavy fighter escort against 2 unescorted transports. I had one case where a carrier TF of mine detected 3 small enemy transport TF's during the first search phase of the day. My commander divided up his bombers and had savaged all 3 by the end of that same day. 4 turns later an enemy CV TF showed up and my commander threw everything he had at it, even though a minor enemy TF was closer.

A comment about this gamne and the forum in general. While at first, much of the debate may cause one to think the game is not very good. On the contrary, I think it’s a great game and the abundance and intensity of the discussion is testimony to that. If this game was not very good you wouldn't see 16,700 posts - there'd just be the sound of crickets chirping.

-Scouters

_____________________________

"You know, I've personally flown over 194 missions and I was shot down on every one. Come to think of it, I've never landed a plane in my life."

-Admiral Benson

(in reply to motaman)
Post #: 4
- 7/19/2002 4:03:47 AM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
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[QUOTE]Originally posted by motaman
[B]Whoa....

I'm a little shocked to hear Enemy TF's can't be targeted. How can the game get away with that? You mentioned the AI selects targets, is it any good at it?...

...Surface targets not being able to target eachother sounds pretty bad, but I could see it work if you just select a destination, tell the TF to search and destroy, and it'll seek out TF's in it's area.

I see no justification for not allowing the commander to select the most important of targets. This makes no sense at all. Even in design terms how hard is it to allow me to pick a naval target? I don't understand. This game seems more operational than strategic (battalions, ranged attacks, etc.) Does someone have a good explination for this?...[/B][/QUOTE]Remember: you are the THEATER Commander. You give your units an objective, and the Commander carries it out to the best of his abilities. You're thinking more tactically and not strategically. Each turn is 2 impulses of 12 hours each, not 5 minutes turns as in Carriers at War. CaW was tactical. TF's don't target each other, they react to each other.

[QUOTE][B]
Whats to stop my carrier from sending it's planes to transport TF's when right next to it is a carrier TF.
[/B][/QUOTE]There are targeting priority algorithms based on threat levels. Obviously, a TF of CV's is more of a threat than a TF of AP's.

[QUOTE][B]
What about attacking a TF while it's fighter CAP is refueling or after it's planes just made an attack (landing). [/B][/QUOTE]That's a tactical combat resolution type thing.

[QUOTE][B]
Though i'm discouraged from the idea of not being givin total control over what i consider to be the most important factor in naval combat, i do still retain some excitment. But excitment might turn to anger if the system is full of flaws. If it's effective enough to "just get by", I suppose it's better than nothing.
[/B][/QUOTE]Don't be discouraged unless you were looking for something like a Simulation and not a Stategy game. The system is pretty good. Most of the issues brought up have been debated at length. You're just not going to get open seas battles between suface ships very often. It didn't often happen. The chance of such an engagement was limited.

[QUOTE][B]
..On a frustration scale from 1 to 10, what would you rate not being givin command over the selection of naval targets?
[/B][/QUOTE]ZERO, because it's the job of your TF commander.

UV is a game of control-freakism vs. non control-freakism. You have to be a control freak in issuing orders to set up your forces to allow them to carry out those orders on their own. You not only need to anticipate your opponent's intent, you need to be ready to have your forces execute your plan. How they execute is up to the unit/airgroup/TF Commander(s)

You simply have to play the game without desire for immediate gratification.

Or other earthly interests...

... like sleep...
... frequent bio breaks...
... contact with other live humans above the level of grunting sounds...

_____________________________

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

(in reply to motaman)
Post #: 5
Re: AI Target Selection - 7/19/2002 4:11:51 AM   
motaman

 

Posts: 31
Joined: 7/17/2002
Status: offline
[QUOTE]Originally posted by Scouters
[B] As for the quality of the targeting AI, I think it does a great job. Enemy carrier TF's are considered high priority targets and are aggressively attacked. Other capital ships and transports are targeted secondarily. The AI also does a good job of choosing the right numbers, composition, and escorts (when appropriate). You won't see it send 90 SBD's with heavy fighter escort against 2 unescorted transports. I had one case where a carrier TF of mine detected 3 small enemy transport TF's during the first search phase of the day. My commander divided up his bombers and had savaged all 3 by the end of that same day. 4 turns later an enemy CV TF showed up and my commander threw everything he had at it, even though a minor enemy TF was closer.[/B][/QUOTE]

Thanks. I was really worried there for a min. The way you discribe the scenario gives me confidence in that not many critical opportunities will be missed by bad AI target selection. Though the opportunity to make tactical decisions will be missed, if the sacrafice outweighs the benifit, I can live with it. As you mention in your following paragraph, if it were that big a flaw this forum would resemble "Superpowers."

(in reply to motaman)
Post #: 6
- 7/19/2002 4:17:32 AM   
Raverdave


Posts: 6520
Joined: 2/8/2002
From: Melb. Australia
Status: offline
motaman......

get the game....it is great.....but it has a downside and that is lack of sleep, food consumption drops as does you interest in sex......you tend to do little else than play and dream of playing UV.

You have been warned;)

_____________________________




Never argue with an idiot, he will only drag you down to his level and beat you with experience.

(in reply to motaman)
Post #: 7
Re: AI Target Selection - 7/19/2002 4:46:16 AM   
motaman

 

Posts: 31
Joined: 7/17/2002
Status: offline
Admiral DadMan, Well said.

You've managed to convince me that, though it may not be as good (detailed) a system as I'd like, it works well enough. Though i'll only be 100% convinced when I try for myself, the points you've made have taken away my second-thoughts about buying the game.

BTW... minimul sleep, food and girlfriend are no problem, thats by default. And the dreaming started when I first discovered UV. But no sex!? I'm going to have to prepair for that.

(in reply to motaman)
Post #: 8
Re: Re: AI Target Selection - 7/19/2002 4:57:33 AM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
Status: offline
[QUOTE]Originally posted by motaman
[B]Admiral DadMan, Well said.

You've managed to convince me that, though it may not be as good (detailed) a system as I'd like, it works well enough. Though i'll only be 100% convinced when I try for myself, the points you've made have taken away my second-thoughts about buying the game.

BTW... minimul sleep, food and girlfriend are no problem, thats by default. And the dreaming started when I first discovered UV. But no sex!? I'm going to have to prepair for that. [/B][/QUOTE]Always happy to have another convert. I think you'll be surprised at the amount of detail that you do get.

BTW, there's ALWAYS time for sex... that's what gets you the food and other allowances...

Ever see that episode of "Seinfeld", when George was trying to have all the things he wanted at once?

Sex in the bed, a Pastrami on Rye (IIRC), and the Yankees game on TV...

_____________________________

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

(in reply to motaman)
Post #: 9
- 7/19/2002 11:10:14 PM   
Coleman

 

Posts: 11
Joined: 6/10/2002
Status: offline
As a rookie wargamer, but a veteran strategy gamer, I'd say the level of detail is excellent. Nimitz didn't tell Spruance, "Come 30 degrees to port!" It's up to the theater commander to choose the best/appropriate commander for the mission of a given task force, then live with the choices made by the man you put in charge. I'ts perfect!
If you're looking for something more like GNB try Destroyer Command or the Fighting Steel (with the upgrade available from Naval Warfare Simulations).

(in reply to motaman)
Post #: 10
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