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RE: WitE 2 - 5/13/2019 12:15:13 PM   
wodin


Posts: 10762
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A bit yes to your first suggestion under "other ideas".

Would love that!



quote:

ORIGINAL: Generalfeldmarschall_Rommell

First of all, congratulate them on the game and the improvements they will introduce in wite2. Is the best game of the second world war I know

the graphics are a great improvement. thinking while I play I propose to exploit the large amount of information ascending. for example:

- Have aggregate information at the level of the army, army, etc. of the same variables that exist at the division level: supplies, fatigue, fuel, TOE, etc.
- To have information added at army level relative to active front troops, available, lost caused, lost received.

Other ideas:
-To allow the campaign mode to be played by choosing an army or group of the army or a general and the rest to manage the AI.

-WITW. The eastern front is no longer enough ... besides including the western front, this game deserves a War in the World!



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Post #: 1711
RE: WitE 2 - 5/14/2019 10:39:11 AM   
rob89

 

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Hi,

is my first post here in WitE; I apologize in advance if the question has already been asked.

In WitE2, there will still be the same asymmetry in the OOBs present in WitE1: the Germans with a fixed OOB and the Soviets with the possibility of recruiting the types of units at will?

thanks

regards

(in reply to wodin)
Post #: 1712
RE: WitE 2 - 5/14/2019 7:18:30 PM   
RedLancer


Posts: 4314
Joined: 11/16/2005
From: UK
Status: offline

quote:

ORIGINAL: rob89

Hi,

is my first post here in WitE; I apologize in advance if the question has already been asked.

In WitE2, there will still be the same asymmetry in the OOBs present in WitE1: the Germans with a fixed OOB and the Soviets with the possibility of recruiting the types of units at will?

thanks

regards


Broadly yes but the Soviets are more constrained on total numbers - however the Axis can pull units from other Theatres.


_____________________________

John
WitE2 Asst Producer
WitE & WitW Dev

(in reply to rob89)
Post #: 1713
RE: WitE 2 - 5/21/2019 6:33:13 AM   
guctony


Posts: 669
Joined: 6/27/2009
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Hii

It might be to late to add to wish list but it would be very nice to have tank crew like pilots for the air frames. And it would be nice to track individual tanks/crews for service record and kill list.

Regards

_____________________________

"Unless a nation's life faces peril, war is murder."
"Sovereignty is not given, it is taken."
"After having lost their lives on this land they have become our sons as well."
Mustafa Kemal

(in reply to RedLancer)
Post #: 1714
RE: WitE 2 - 5/22/2019 2:27:58 AM   
Hardradi


Posts: 571
Joined: 2/9/2011
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WitE2 wish list:

- being able to have the commanders report on screen and still being able to interact with the map. Specifically being able to interact dynamically between the two screens. Eg, I click on the XI Corps on the map while the Commander screen is displayed and it shows the XI Corps in the Commanders Screen along with all subordinate units and its higher HQ units. I click on a unit in the Commanders report and it automatically takes me to it on the map.

- In the Commanders Report Screen, the ability to filter battles by Army Group/Army/Corps. Likewise with air units.

- In the Commanders Report Screen, the ability to filter by country/regional location. Eg, I want see all the battles in Lithuania only or the Crimea only or I want to see the recon missions in Latvia and Estonia. I want see all units in Poland, etc.

- In the Commanders Report, filter by reinforcements, arrived, arrived last turn, arrived in the last month, etc.

- Likewise, the ability to filter losses/destroyed units by country/regional location on the losses screen. Also by year/month/season.

- With the Soft Factors toggle button or new button, it would be nice if this could also show %TOE and Fatigue. Also units in battle last turn, units that held, units that retreated, units that routed, etc.

- With the Toggle Command Links hot key, it would be good if we could toggle this to show all command links for units below the one selected (including subordinates), similar to HOI3. For some reason I really liked to look at the screen in that game while it was in that mode.

- With the game counters, it would be good if the Army Group, Army and Corps counters could be toggled to be larger sizes (three different sizes respectively, say with a shortcut key) so that they are bigger than divisional and regiment counters. This would be particularly nice when you zoom out.

- With the show Battle Sites button, similar to WitW but also split recon from air battles

- when reviewing combat results from the Battles Sites view, where there are multiple battles, it would be nice to have a Summary screen of all of the action in a hex and/or a toggle to display the individual battles, say 4 to 8 via a spread of the separate screens across/down the screen. Also the ability to toggle if you only want to see land combats, air combat and/or recon results.

- Split map on screen that can be separately zoomed in at different levels or you can click on the map at the bottom left and increase its size and then change the zoom level on that map. I see something like this on my 3440x1440 monitor at the highest zoom level and wish I could interact with both maps.

- A map mode where you can see ground lost since last turn with hexes shaded in a different colour (or better yet the last x number of turns). This would go well with the Battles Sites view.

- Colour coding of the battle icons in the Battles Sites view to show the result at a glance, ie, held, retreated, routed.

- For land battles, when you click on a battle results screen it would be nice to see visually on the map what hexes the attackers attacked from with arrows or lines showing the direction of the attack and then also the line of any retreat. This might also look ok on the Battles Sites view, giving a better overall view of the operational/strategic results of the battles.

- Likewise if support units were involved in a battle from HQs, it would be nice to see this visually shown on the map by arrows or lines.

- A map mode/toggle where you can see support units attached to units but they are visually represented on the map by smaller overlay icons. eg, Shovels for Pioneers, Guns for arty type units, etc

- I mentioned this in another thread, I would have liked to have seen a Barbarossa scenario where you were allowed a 'dynamic' setup, that is you can choose which hexes or zones the units start in. The Russian Campaign board game had a setup something like this. For example, its rules said "...Units with an “R” set up co-ordinate must start in Romania, “F” units must start in Finland, and other Axis units may be placed in Poland, Hungary and Romania...". This means you could choose how to weight your attack strength amongst the three Army Groups. Likewise, (although I cant remember for sure) you could do so if you were the Soviet player. This may have allowed for some more dynamic openings both for single and multi-player. Not sure if the AI could cope with this though.



(in reply to drmweaver2)
Post #: 1715
RE: WitE 2 - 5/28/2019 2:44:46 AM   
Zemke


Posts: 642
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Yes! All the above would be great. The current Commander's Report is pretty cumbersome when you are trying to drill down sometimes.

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Post #: 1716
RE: WitE 2 - 5/28/2019 3:16:47 PM   
RedLancer


Posts: 4314
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From: UK
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quote:

ORIGINAL: Zemke

Yes! All the above would be great. The current Commander's Report is pretty cumbersome when you are trying to drill down sometimes.


I suggest you look at the screenshot in Post #1597 - The report has been re-designed.

_____________________________

John
WitE2 Asst Producer
WitE & WitW Dev

(in reply to Zemke)
Post #: 1717
RE: WitE 2 - 5/28/2019 8:03:20 PM   
thedoctorking


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I heartily second the desire for a semi-free deployment option. Maybe only usable in pvp games.

Also a 25 June 1941 start date, i.e., the first German turn is already done as was historically. Like the 8 December 1941 start date option in WitP:AE

(in reply to RedLancer)
Post #: 1718
RE: WitE 2 - 6/19/2019 12:28:41 AM   
56ajax


Posts: 1950
Joined: 12/3/2007
From: Carnegie, Australia
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Does WiTE2 use the rivers as possible supply/ transportation system.?

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Post #: 1719
RE: WitE 2 - 6/30/2019 1:17:24 PM   
Nekronion

 

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Any news?

(in reply to 56ajax)
Post #: 1720
RE: WitE 2 - 7/2/2019 11:23:15 PM   
Catacol

 

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I have many years of gaming under my belt - and have recently bought WITE. Fought a few AI campaigns and have now moved to multiplayer. I have to say I am disappointed that the only way I can track my opponent's turn is via the use of F11 and Battle Sites. Without a graphical representation of the sequence of attacks, and a visual display of retreat/advance routes of units to my eye gameplay is significantly reduced both in terms of information and enjoyability. Strategic Command, while of less depth, has the edge here.

Could WITE2 provide an effective pbem replay of opponent's turns?

(in reply to Nekronion)
Post #: 1721
RE: WitE 2 - 7/3/2019 7:29:46 AM   
vilcum

 

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+1 , In 2019 the game needs better enemy turn representation than a static photo-finish, would meke a lot towards leveling the learning curve

(in reply to Catacol)
Post #: 1722
RE: WitE 2 - 7/3/2019 6:33:09 PM   
BigDuke66


Posts: 2013
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From: Terra
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Besides being standard in almost every other strategy game since the 90's.

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Post #: 1723
RE: WitE 2 - 7/4/2019 7:18:04 AM   
Joel Billings


Posts: 32265
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From: Santa Rosa, CA
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Sorry, there are no plans to add in a replay. This was ruled out in WitE1, WitW, and now WitE2 as simply too hard/time consuming to provide something useful. As it is we have plenty to do.

Recent progress has been made on several fronts, literally. We've got all the action in the theater boxes to deal with. We've been balancing and hooking up parts of the air game on the map and the theater boxes (Germans lose as much in he air in Western Europe as in the east). We've also decided to automate pilot training (this is advanced pilot training as the basic training is done already for many of the pilots.

We recently implemented the rest of the campaign victory system. Below is the graphical info for victory (not final art) at the start of the Stalingrad to Berlin scenario (starts Nov 22 1942 with the Soviet counterattack). The Axis have a High Water Mark score of 661, which is also the current score. If the Germans reach 750 on turn 8 (the next sudden victory check), they win (this isn't going to happen). When their points fall to 594 or lower, the initiative will switch to the Soviet side at which point the Soviet will have a score that grows over time. The Soviets will then have a chance for a sudden victory check every 3 months. Otherwise, they must beat the German High Water Mark score by the end of 1944 or the Germans win (if they do exceed the German HWM then the game can go into 1945 where there are some additional victory conditions). Points are scored by cities captured, bonus points for capturing cities by a certain time, recapturing cities, and event points (positive or negative) based on Theater Box requirements.

Lots still to do, but we are making progress.






Attachment (1)

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Post #: 1724
RE: WitE 2 - 7/4/2019 3:31:29 PM   
Zebtucker12


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Will there be a to the bitter end option?

(in reply to Joel Billings)
Post #: 1725
RE: WitE 2 - 7/4/2019 6:31:45 PM   
Joel Billings


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No plans to include that at the moment, but it's something that could be considered. One of the ideas of the German High Water Mark is to give a reason for the Germans to push East, and do it quickly, while giving the Soviets a reason to not run away in the early stages (or at least face a penalty if they do). If you remove the auto victory you remove some of the reasons for this, especially if you don't make the check at the end of 1944. In fact even in the bitter end scenario we'd want to make the end of 1944 check. Doesn't mean we couldn't find a way to let people continue to the end after the check, but victory might be already determined. It's very possible that this is a scenario that would be added after release. Sudden victory is not something that will be easy to achieve. We'd expect most games to make it to the Dec 1944 check.

_____________________________

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Post #: 1726
RE: WitE 2 - 7/5/2019 5:58:15 AM   
STEF78


Posts: 2094
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From: Versailles, France
Status: offline
You are working on WITE 2 for more than 4 years

Any idea of a date of release? 2020? 2021?


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Post #: 1727
RE: WitE 2 - 7/5/2019 6:36:19 AM   
Joel Billings


Posts: 32265
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We expect it will come out in 2020, but there's no guarantee as we're a small group. We still have some major work to do on the air game and also the interface face-lift. We have had several health issues come up over the past year that have slowed us down. Also, one of the two programmers is part time and he's had less time to work on the game this past year. We're not happy it's taken this long, but we have been making good progress recently. We didn't expect it to take this long, but there's a lot of new things in the game (like the Theater Boxes and the event system) that have been a considerable amount of work. The flexibility of some of these systems is off the charts, but its taking time to get it all in, working and balanced. We're effectively now trying to balance the entire War in Europe, even though half of it is taking place via the TBs and the event system. Luckily we've got a great group of people working on the data and scenarios, and a handful of strong testers providing us with a lot of feedback. Gary thinks that of all his games, WitP was the most complicated to design and code, and he thinks that WitE2 is now 10x the internal complexity of WitP. Let's just say it's a challenge for all of us, but we're determined to get it done.

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All understanding comes after the fact.
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Post #: 1728
RE: WitE 2 - 7/5/2019 3:38:25 PM   
Zebtucker12


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Im sure it will be worth the wait form all the great stuff we have seen.
Will there any new naval aspects of the game?


< Message edited by Zebtucker12 -- 7/5/2019 3:39:00 PM >

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Post #: 1729
RE: WitE 2 - 7/5/2019 7:31:26 PM   
Joel Billings


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We decided to continue to abstract the naval war as it was done in WitW. The Soviets do have a naval unit in the Black Sea that provides a limited amphibious and bombardment capability (if the unit is heavily damaged it is removed from for the rest of the war). Ports project some naval power automatically based on port size, but aircraft can take control of water hexes through naval patrol air directives. This can add to the damage or block transport and cargo ships from moving troops and supplies over water. Ports can be important, but they are limited by the number of cargo ships in the area so they provide a finite and often limited supply capability.

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Post #: 1730
RE: WitE 2 - 7/6/2019 6:59:25 AM   
rob89

 

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So, Gary said that the complexity of WitE2 will be 10x as for WitP.

But then, why spend 4 or 5 years in the development of a wargame in which at least 30% of the simulation will take place through abstract (and extremely complex) theater boxes?

Considering that the map of the whole of Europe already exists and the WitW's experience, database etc., it would not have been more logical to use such a long period to directly develop a full War in Europe (starting in Jun, 1941)?

regards

< Message edited by rob89 -- 7/6/2019 7:04:25 AM >

(in reply to Joel Billings)
Post #: 1731
RE: WitE 2 - 7/6/2019 10:22:01 AM   
bazjak

 

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quote:

ORIGINAL: rob89

So, Gary said that the complexity of WitE2 will be 10x as for WitP.

But then, why spend 4 or 5 years in the development of a wargame in which at least 30% of the simulation will take place through abstract (and extremely complex) theater boxes?

Considering that the map of the whole of Europe already exists and the WitW's experience, database etc., it would not have been more logical to use such a long period to directly develop a full War in Europe (starting in Jun, 1941)?

regards

From my recollection the war in Europe started in September 1939
So i think you a bit out there

(in reply to rob89)
Post #: 1732
RE: WitE 2 - 7/6/2019 11:31:25 AM   
Telemecus


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quote:

ORIGINAL: bazjak
quote:

ORIGINAL: rob89
a long period to directly develop a full War in Europe (starting in Jun, 1941)?
regards

From my recollection the war in Europe started in September 1939
So i think you a bit out there

Tell that to Americans, whoever made War in the West etc


< Message edited by Telemecus -- 7/6/2019 11:32:43 AM >

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Post #: 1733
RE: WitE 2 - 7/6/2019 12:46:39 PM   
rob89

 

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quote:

ORIGINAL: bazjak

From my recollection the war in Europe started in September 1939
So i think you a bit out there


I know very well when WW2 started!

I mentioned, for the game and its scemarios, a start in June '41 for obvious reasons, having to start from the work done for WitE and WitW and therefore having to avoid all the first phase of the war that would provide many other researches, data, events, and other years of development

regrads

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Post #: 1734
RE: WitE 2 - 7/6/2019 3:07:55 PM   
loki100


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several bits of a partial answer:

a) I'd agree that starting in June 41 is a good idea - it avoids the politics and multiple options of the 1939-41 period. After all what is the value to carefully modelling the shifting OOB/ToE if Germany has invaded Iran in 1939 or something of that ilk

But

b) the naval game does not really exist, this is fine for WiTW and WiTE but needs to be in for the period 41-43;
c) the in-game databases don't really cover the west in the period 41-43;
d) balancing such a game would be a massive task
e) the Theatre Boxes are an elegant low impact way to cover the rest of the war - remember no-one is playing the Western Allies in WiTE2;
f) balancing such a game would be a massive task
g) balancing WiTE2 is a massive task

in effect a WiE is a different project again to WiTE2

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Post #: 1735
RE: WitE 2 - 7/8/2019 10:53:00 PM   
Joel Billings


Posts: 32265
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That's right, we may have 70% of the data to handle all of WW2 in Europe (maybe 80% if from 1941), but trying to get that playable and balanced with 3 major sides would be yet another bunch of work on top of the work needed for WitE2 (not to mention the AI for the Western Allies which we don't need for WitE2).

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Post #: 1736
RE: WitE 2 - 7/9/2019 6:36:09 PM   
Bamilus


Posts: 973
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WITE2 in 2020, WIE in 2028, WAW (WIE + WITP:AE) in 2040?

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Post #: 1737
RE: WitE 2 - 7/11/2019 10:36:43 PM   
Joel Billings


Posts: 32265
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Similar rules to WitW for naval interdiction and sea transport and freight shipment between ports, but only an amphib HQ for the Soviets in the Black Sea (and likely only for the early part of the war). Lake Ladoga also has some ice road rules to deal with the differences there between summer and winter.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to Zebtucker12)
Post #: 1738
RE: WitE 2 - 7/27/2019 6:12:05 AM   
TunganNinja

 

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>Lake Ladoga also has some ice road rules to deal with the differences there between summer and winter.

Now this is something I'm very excited for! Lake Ladoga: home to patrol boat skirmishes, trucks (and trains!) travelling over the ice road to supply Leningrad vs using boats during summer, massive losses of trucks and material sinking to the bottom of the lake, dive bomber runs over the ice, etc. These are all things that made the Siege of Leningrad a truly dynamic and notable event in the war.

(in reply to Joel Billings)
Post #: 1739
RE: WitE 2 - 8/5/2019 1:59:58 AM   
Michael T


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From: Queensland, Australia.
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Curious about combat delay. Does combat delay also use fuel in the same proportion as normal MP?

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Post #: 1740
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