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RE: WitW: The Big Differences from WitE - Part 7 - Amphibious Ops

 
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RE: WitW: The Big Differences from WitE - Part 7 - Amp... - 11/19/2014 5:56:54 PM   
Erik Rutins

 

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Hi Dangun,

quote:

ORIGINAL: Dangun
I was hoping to buy WiTW, as an improvement over WiTE.
But senseless detail has been added, not removed. Yuck!


Which parts do you find senseless? I feel we improved player information management in many respects for WITW. We also had to add in the mechanisms for the Allied invasions and the air system which was never the focus for WITE had to be able to handle the strategic air campaign. For the air system, we specifically built it so that players who just want to deal with the ground war can automate it and players that also enjoy the air war can dive in.

I don't find the logistics significantly more complex than WITE, but they are much, much more realistic which ends up enhancing the gameplay and strategies.

The basic interface and gameplay is still very close to WITE, just more realistic and able to support the kind of strategic air and amphibious campaign that was key to the Western Front, rather than just the ground warfare that characterized most of the East.

Regards,

- Erik



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(in reply to Dangun)
Post #: 31
RE: WitW: The Big Differences from WitE - Part 7 - Amp... - 11/20/2014 4:27:54 AM   
Dangun

 

Posts: 74
Joined: 7/8/2013
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When I first played WiTE against the AI, I thought it was fantastic.
I could focus on core combat and movement, refighting historical events on a massive scale.

But when I started playing human opponents, victory seemed less determined by combat and movement, and instead victory seemed more determined by the min-maxing of "too many, overly complex, ahistorical, and frankly boring mechanisms." Victory was determined by whether I had spent hours allocating the right support units to max fortification growth, or had I mastered the magical aerial resupply of tanks with fuel... HQ build-ups, general reassignments, truck management, air op settings etc. etc.

IMHO, this is the type of detail that a PC game should simplify and expedite and not inflate it into a victory condition. The beauty of the PC is that it facilitates games of this scale, whereas using the PC to add compelxity is often a very mixed blessing.

That may be a longer answer than your question was soliciting. I was hoping that WiTW would learn more from what was (apparently from the forums) causing problems/turning people off of WiTE, whereas I see more non-core mechanisms and more complexity.

(in reply to Erik Rutins)
Post #: 32
RE: WitW: The Big Differences from WitE - Part 7 - Amp... - 11/20/2014 6:53:32 AM   
Jim D Burns


Posts: 4013
Joined: 2/25/2002
From: Salida, CA.
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quote:

ORIGINAL: Dangun

When I first played WiTE against the AI, I thought it was fantastic.
I could focus on core combat and movement, refighting historical events on a massive scale.

But when I started playing human opponents, victory seemed less determined by combat and movement, and instead victory seemed more determined by the min-maxing of "too many, overly complex, ahistorical, and frankly boring mechanisms." Victory was determined by whether I had spent hours allocating the right support units to max fortification growth, or had I mastered the magical aerial resupply of tanks with fuel... HQ build-ups, general reassignments, truck management, air op settings etc. etc.

IMHO, this is the type of detail that a PC game should simplify and expedite and not inflate it into a victory condition. The beauty of the PC is that it facilitates games of this scale, whereas using the PC to add compelxity is often a very mixed blessing.

That may be a longer answer than your question was soliciting. I was hoping that WiTW would learn more from what was (apparently from the forums) causing problems/turning people off of WiTE, whereas I see more non-core mechanisms and more complexity.


It’s obvious this game is not for you, but getting angry and berating a game that I and many others enjoy immensely is not going to do anything except raise your blood pressure. There is a large audience for Gary Grigsby games and his designs are usually very complex in nature and appeal to a certain kind of gamer. I would suggest you look at games like WW2 Road to Victory or any of the offerings by SSG, they would probably be more in line with the kind of game you would enjoy.

Jim


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Post #: 33
RE: WitW: The Big Differences from WitE - Part 7 - Amp... - 11/20/2014 8:13:46 AM   
Dangun

 

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Joined: 7/8/2013
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[/quote] It’s obvious this game is not for you [/quote]

Did you notice that I began by saying that playing against AI was fantastic?
Or do you actually mean that anything other than rabid enthusiasm is unwelcome in the forums?

(in reply to Jim D Burns)
Post #: 34
RE: WitW: The Big Differences from WitE - Part 7 - Amp... - 11/20/2014 9:43:02 AM   
sh0nyu

 

Posts: 80
Joined: 9/11/2013
From: Germany
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Don't want to argue now - but I will make clear that I enjoy WitE especially for the details of staff duty ;).
Sorry if this offends you...

Exactly logistics and all this "bloody organizing" of troops is the key for victory. Mostly the men in the field will perform well but all their heroism isn't worth a penny if there is a lack of leadership and organization. There Gary and the team make an outstanding job to add every possible detail. And that's why I'm a "rabid enthusiastic" - for sure!


(in reply to Dangun)
Post #: 35
RE: WitW: The Big Differences from WitE - Part 7 - Amp... - 11/20/2014 10:01:09 AM   
morvael


Posts: 11762
Joined: 9/8/2006
From: Poland
Status: offline
Yeah, one has to have affinity towards staff work to enjoy a significant part of the WitE/WitW design. Myself, I prefer it more than the hex combat part.

To each his own, simple as that.

(in reply to sh0nyu)
Post #: 36
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