villev
Posts: 16
Joined: 7/4/2012 Status: offline
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quote:
ORIGINAL: kirk23 This game is good, it has the potential to be great, but some where down the line the designers got side tracked, they took the easy option, off abstracting a great many things,take the Infantry unit as an example, what does it represent, an Army,Corps or Division what, does anyone know? the game is supposed to be about world war 1, but for me and others it just does not feel right,something is missing and that something went wrong from the very start, as I have highlighted about Russia, There is absolutely no reason why the timeline can't be followed as it happened WW1,why is it that Germany declared war on Russia days before France, yet the Entente player can't interact or control anything about Russia until after Britain joins the war,its wrong pure and simple. Another thing the game is called Commanders The Great War, yet there are no Commanders in place from the start of the game, so I assume its the humble soldier and sailor who make the decisions while the Generals and Admirals are still on holiday suning themselves crazy! I think it's a bit more complicated issue than that. With a game of this scale you need to have some level of abstraction to keep it playable. The entry dates at the start of the 1914 scenario are pretty close to the actual timeline: Russia needed time for mobilizing it's armies, so it wasn't ready to join the war immediately when Serbia was invaded. First Russian turn in the game now is turn #5 / Aug 20, which is very close to the actual date the Russian attacks started, that being Aug 18th. Formal declaration of war and practical start of army scale operations are different things. Also, it's called "Commander - ...", in singular, presumably referring to the player. It's good that you're digging up historical information and thinking of how to get that in the game- but in my opinion the game's actually pretty well balanced at the moment, apart from Russian capitulation and US entry conditions, and I think it's a very good idea to keep the issue of game balance and playability on the table when considering changes. Unit scale, for example, is somewhat abstract- but it works pretty well with the amount of units that can be fielded being just about right to force the player to make compromises when deciding where to deploy heavily and where to leave the front less well covered. With an increased number of units there would be a risk of swamping the map and almost killing the manouver side of the game.
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