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New Features - 11/13/2016 2:00:09 AM   
Fintilgin

 

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Joined: 4/14/2005
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I've been watching the video streams of the game on youtube and right now the game looks very very much like SC2 - with hexes and a few tweaks.

Which is fine... I guess.

But when the game was announced here (http://www.matrixgames.com/forums/tm.asp?m=3370983) it was said that SC3 would have:

* Combined attacks
* Oil
* Manpower
* More resources(?)
* Player triggered nuclear weapons and partisan uprisings
* Unit training at production time (purchase xp?)
* Game replays
* Mulberry harbors

These all sounded pretty exciting, so I was a little sad that the videos made it look like the game is nearly mechanically identical to SC2. Did ANY of those features make it into the game? I didn't see any sign of them in the manual table of contents. I know games change and have cuts over the course of development, but these were the majority of the promised new features, so to realize they're missing is a bit... discouraging.

I'm excited about hexes and the ability to move after attacks, and it looks like there are some nice new UI features, but I guess I was expecting more a leap forward honestly.
Post #: 1
RE: New Features - 11/13/2016 8:47:34 AM   
Keenan

 

Posts: 26
Joined: 9/23/2007
Status: offline
quote:

ORIGINAL: Fintilgin

I've been watching the video streams of the game on youtube and right now the game looks very very much like SC2 - with hexes and a few tweaks.

Which is fine... I guess.
(...)
* Unit training at production time (purchase xp?)
(...)


In part I feel a bit simlar in terms it looks like a few ideas have been omitted (at least for the time being) along the way. But given the capabilities corresponding to a SC2 Global AoD/AoC level plus a few new neat features, this is absolutly ok with me.
This being said I might not want to see a SC3 evolution with 9 (kind of) expansions (each with an - sometimes small - evolutionary step of the game engine) like there were for SC2. But at a smaller scale this approach is absolutely fine with me.

The "XP on training" might have evolved partially into this feature (from the manual):
"To reinforce a unit, right click on it and select either
(r)einforce or (e)lite reinforcements from the drop down menu."

Honestly for "Combined Attacks" I would be even glad, if this has been omitted or simplified/automated elegantly (simlarly like the besieging cities or even the prepared attack effect). The tricky thing here is that those can be hard to be tuned in a way so they do not become a "must", which means they would change the whole gameplay and would become an "overpowered" feature or they end up being a mostly useless feature not worth the effort in considering them actively during gameplay. From the scale of the units I would even think there is no need for this kind of game.
(Even when I very much liked the "PG I" permanent air "supression" feature which allowed to model orchestrated air + land attacks on fortified positions. Only for Bombers - for the TAC air gameplay one could have renamed the game to "Luftwaffe Commander" anyways [as long one was playing against the AI].)

There is one feature which I am particularly exited about because for SC2 was always a no go in terms of it being contradicting the overall design:
"AI Controlled majors and switching sides"
I`m pretty sure the initial design here is not a quite daring one (which is not bad too - so it does not completely break the game), but over time this might evolve a lot (Three way multiplayer / possibilities to influence allied Majors in terms of overall strategy / limited possibilities to set common tactical goals / "lending out" units on a particular theatre - but this is just speculation, without knowing how the initial design is done).

But indeed it would be nice to get Huberts or Bills angle on the overall matter you raised.



< Message edited by Keenan -- 11/13/2016 8:48:36 AM >

(in reply to Fintilgin)
Post #: 2
RE: New Features - 11/13/2016 4:41:18 PM   
ILCK

 

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Not sure since I never played previous version so let me know if these are the same

There are oil fields and mines but they just ad MPP there is no standalone "oil" for example.
Training on creation you can upgrade to Infantry 2 when you build is that what you meant?

(in reply to Keenan)
Post #: 3
RE: New Features - 11/14/2016 2:12:56 PM   
Hubert Cater

 

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Hi Fintilgin,

Thanks for the post and yes most of these items are still on our radar and for most we did truly want to include in the initial release, but as it goes with any development cycle, some items get crossed off the list due to design decision changes, some items change, and sometimes the focus on the development goes elsewhere.

Much of the redesign over the last few years went into some new features such as the FoW shroud, dynamic movement, dynamic frontline display, new zone of control rules, hexes, new unit types and interface design, expanded AI control and switching of sides (to name a few) but mostly into improving the overall game experience with deeper Decision events and a much improved AI all of which have taken a tremendous amount of time and effort.

Unfortunately we are a small team and the game is now wrapped up for an official release, but we remain ambitious and we will continue to add and develop as much as we can as move forward just as we've always done in the past.

Hubert

(in reply to ILCK)
Post #: 4
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