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First impression after finished my first game

 
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First impression after finished my first game - 10/29/2019 3:07:12 AM   
Worg64

 

Posts: 86
Joined: 1/19/2019
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So my first war ending as axis of war plan. Here is my thoughts.

Production easy to handle and with a good strategic value. Production points, oil, manpower and logistic is vital in the game. You can not buy all and use all along the way, you need to keep an eye out for a balance in what you have and how you use it. Trade between minors is also important.

Game supply, stacking, move and combat. Both the Air, Naval and Land move are easy to understand and easy to get a good overview on.

The one stacking on land make it a very good strategy game without need for micromanagement and the 9 stacking for fleets/subs are easy to handle due to the fact you dont have that many ships/subs. The units move are easy and make for a fluid game and same goes for the combat. Really a very good move/combat system that feels genuine.
Only the partisans rules are a bit overstretched and could use some fine tuning.

The incorporation of Sub/escort convoy make for a easy but important handling of the battle of the seas. The naval takes some time to understand but once you do its straightforward and feel realistic. Only thing here is that only the carriers can hunt subs and it doesnt seems the DD can, but that might change along the way.

As for the air it also is easy to use and understand but I feel it difficult to see what actually happends in terms of interception and escort for the fighters. It would be good if you could see these afterwards in a better manner than now.
The AI does a decent job and in many parts a good job especially in defending but are a bit less good at attacking but I am sure that will be fixed along the way in upcoming patches.

Key Garrison units for important hexes for AI. The AI need to defend and garrisson key cities/locations as priority when enemies are within 11 hexes if possible.

Some things I would like to see:

Graphic
1 Port, it is difficult to see what hex they are in as well as what port capacity they have. I would like to have a tiny blue line around port hexes as well as a white number of port capacity in blue circle instead of the anchor symbol.

(2 alrd in game)

3 Greece can you change their colour, as it is now they look to much as Italy.

4 Split reinforce and upgrade. Implement specifik button for Naval, sub, air, tank/mechanised, land(rest)
5 Early DOW towards Luxemburg and Netherlands before making DOW to Belgium should have some consequenses. I would suggest that if Axis attack either of those three nations then the rest of them Belgium, Netherland, Luxemburg would get war ready.
6 Allied early sep 39 DOW versus Belgium should have major effect on USA
7 Train capacity Instead of being able to buy more train how about taking key cities or surrounder minor countries would upgrade the existing train capacity as well as lower it when losing key cities.

8 Partisans
They are a bit strong now. As already suggested I also would like the partisans frequency gets lowered drastically in 41 and then increase as the years pass by, especially in Russia.
Also I would suggest the divisions also get ZOC against the partisans or that you could buy cheap security regiments that had zoc against partisans.
(In my just finished game I had some 100+ divisions in russia alone, turned out better than small corps because of the large areas so I could instantly attack the partisans when they poped up!!!)
Also as already mentioned the partisans are way to combat strong with up to 1 in strength. Divisions and corps should auto kill them.
Thats why I favour the inclusions of security forces of a regiment size that had ZOC against partisans and was very cheap. I do otherwise like the partisans.


New Partisan system suggestion

There seem to be some that dont like the partisans and its micromanagent however. Another way to handle the partisans to avoid micromanagment would be to handle it in the similiar fashion as the sub/escort convoy system of the game.
Each country would have a required need of security forces to handle partisans. Soviet could be divided for areas in this. With the possibility of real units partisans in Yugoslavia, Soviet,Switserland and Greece based on historical view. Both sides would need to buy security forces much like current escorts and allocate them into each country/Soviet areas, where each turn based on numbers would give a similar result as the sub/escort convoy but instead of convoy, sub, escort losses it would give security losses, supply loss, rail breaks and partisans units when failed to handle the security.If succesfull neither of those.
This would only require a Partisan page similar to the convoy page, with each country/area taken having the possibilty to allocate partisans with no need for micromanagement. The cost for these security would be based on what you would normally require to keep the countries partisans free, so you dont get way to many more combat units.
If you lose a country/area the security forces end up in your deployment list again to be able to be allocated elsewhere. I think this would be a neat and good way to handle the partisans.

9 Mulberry units, I would suggest you could make these to increase port capacity, for a limited time of a turn similiar to a oilpoint to supply the fleet.

10 Fog of War. I would like to some degree of fog of war where you dont see all units on map but only those that are within recon/spot range of some kind.

11 Generals death. The ratio for this seems way to high.

Trade
12 Trade to minors over sea and over land. This dont work at times. It need to be looked over. Especially when there is a open land route.
13 Bug Trade Germany to Rumania can not be done now because Rumänia send oil to germany. It should be possible two trade one to each country
14 Bug Trade Germany to Finland, should not need fleet convoy when they are connected by rail over land
15 Bug Minor vichy north africa, they stay as allies to Germany even if Germany later attack main Vichy.
16 Bug Some minor bug when it comes to DOW, Italy cant attack all Allies minors and Rumania cant attack the Brittish. Might be others minors with this problem and it could go both way I dont know.

17 Diplomacy It should not be possible to influence major nations.

18 Influence points it needs a bit more to be intresting. You could key the influence point to specifik events where you would get more influence like when taking important events like Paris, Vichy, Madrid, Gibraltar, Alger, Malta, Alexandria, Cairo, Warsaw, Riga, Leningrad, Moscow, Rostov, Sevastapol, Oil hexes and Baku for Axis or similiar. For Alies the liberation of Paris, Vichy cities, Rome, Sicily, Tripli, Tobruk, Warsaw, Ploesti, Axis minor capitols for an example. And each objective give a diplomacy point(influence) Along with some automatic point each year spread out for both axis and allies to be able to sway the opinion of minor countries.

19 clearer way to see the interception and figter escort in the game

All in all a very good and intresting strategic and tactical game of WWII. With some fine tuning in graphics and AI this will be a excellent game and problary will become my favorite war game.
Keep the good work up !


< Message edited by Worg64 -- 10/29/2019 10:05:54 PM >
Post #: 1
RE: First impression after finished my first game - 10/29/2019 3:32:46 AM   
MOS96B2P


Posts: 167
Joined: 2/7/2019
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quote:

ORIGINAL: Worg64

7 Train capacity Instead of being able to buy more train how about taking key cities or surrounder minor countries would upgrade the existing train capacity as well as lower it when losing key cities.



Excellent and informative review. Number 7 above seems new to me. Is there a way to buy trains or in some way increase rail capacity? I just looked at the manual again and if its in there I'm missing it. Railroads are important so it would be useful to know if I'm missing something.

(in reply to Worg64)
Post #: 2
RE: First impression after finished my first game - 10/29/2019 4:07:14 AM   
cdcool


Posts: 660
Joined: 1/25/2005
From: United States
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quote:

ORIGINAL: Worg64
The one stacking on land make it a very good strategy game without need for micromanagement and the 9 stacking for fleets/subs are easy to handle due to the fact you dont have that many ships/subs.


Not buying into this one ground Unit per hex.

(in reply to Worg64)
Post #: 3
RE: First impression after finished my first game - 10/29/2019 4:12:42 AM   
Worg64

 

Posts: 86
Joined: 1/19/2019
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quote:

ORIGINAL: MOS96B2P


quote:

ORIGINAL: Worg64

7 Train capacity Instead of being able to buy more train how about taking key cities or surrounder minor countries would upgrade the existing train capacity as well as lower it when losing key cities.



Excellent and informative review. Number 7 above seems new to me. Is there a way to buy trains or in some way increase rail capacity? I just looked at the manual again and if its in there I'm missing it. Railroads are important so it would be useful to know if I'm missing something.


It has been discussed a lot on the forum. This is just a suggestion :-)

(in reply to MOS96B2P)
Post #: 4
RE: First impression after finished my first game - 10/29/2019 4:22:26 AM   
Worg64

 

Posts: 86
Joined: 1/19/2019
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quote:

ORIGINAL: cdcool

quote:

ORIGINAL: Worg64
The one stacking on land make it a very good strategy game without need for micromanagement and the 9 stacking for fleets/subs are easy to handle due to the fact you dont have that many ships/subs.


Not buying into this one ground Unit per hex.



I know you dont but I do like it a lot. This game as a strategic simulator is by far better with one stacking than with stacking lots of units. It keeps the game tidy with 1 stacking and gives a good overview as well as make it a lot easier to make a better AI. With stacking it is really difficult to make even a decent AI for the basic moves and its easy to defend key hexes. Also this is mainly a strategy simulation on a corps level and it already have incorporated into the corps the different types of units such as tanks, firearms, guns, AA, antitank, artillery to mention a few, you can see this under the upgrade pages. Also there is the possibility to add extra regiment for special units like enginner, antitank and arty. The combat moves is fluid and require a lot of thinking so there is just no need for multiple stacking in a game like this. This is a grand strategy game with tactical maneuvering. If you want more detail you can just play games like that.

(in reply to cdcool)
Post #: 5
RE: First impression after finished my first game - 10/29/2019 1:06:52 PM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
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Thanks for the feed back and suggestions. I look over everything about once a week.

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to Worg64)
Post #: 6
RE: First impression after finished my first game - 10/29/2019 1:37:15 PM   
AlvaroSousa


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Joined: 7/29/2013
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Please define better #2 with the red cross. I am not sure what you mean.

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to AlvaroSousa)
Post #: 7
RE: First impression after finished my first game - 10/29/2019 9:29:58 PM   
Worg64

 

Posts: 86
Joined: 1/19/2019
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" 2 The red cross over units make it hard to see the numbers of unit, Either change it so only red colour and take away cross or have a button you can take away the cross on a unit with a specifik button click"

You can skip this, it is already in the game!
I just had missed that button something I thought I had looked into but aperantly not

< Message edited by Worg64 -- 10/29/2019 10:04:50 PM >

(in reply to AlvaroSousa)
Post #: 8
RE: First impression after finished my first game - 10/29/2019 9:39:09 PM   
Worg64

 

Posts: 86
Joined: 1/19/2019
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20 The circle formed counters for air, fighters with symbols F(fighter), M (medium bomber) T(tactical bomber) that was made by a mod Hairog looked very good as well.
If possible that would be nice to have included into the game as well. The current airsymbols are a bit hard to make out the difference between fighters and medium bombers as it is now.
That or if you could change either of those units symbol if you dont want those mod counters.
The circle counters was good also because it made it much clearer that they was air umits.

(in reply to Worg64)
Post #: 9
RE: First impression after finished my first game - 10/29/2019 9:44:15 PM   
Worg64

 

Posts: 86
Joined: 1/19/2019
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21 AI DOW, several times the AI has made DOW on minor without having units with full operational points ready to attack. Both Denmark, Netherlands, Belgium and last time they even attacked Vichy. This last time it was with tanks near paris and it rained so it was not very successfull.
Is it possible to make the AI a bit better when they make a DOW in regard to units ready for advance?

(in reply to Worg64)
Post #: 10
RE: First impression after finished my first game - 10/29/2019 9:53:38 PM   
Zovs


Posts: 6668
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From: United States
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For your # 2, there is a icon to click to show/hide "Enemy Action".

_____________________________


Beta Tester for:
Flashpoint Campaigns: Sudden Storm
War in the East 1 & 2
WarPlan & WarPlan Pacific
Valor & Victory
DG CWIE 2
SPWW2 & SPMBT scenario creator

(in reply to Worg64)
Post #: 11
RE: First impression after finished my first game - 10/29/2019 10:03:35 PM   
Worg64

 

Posts: 86
Joined: 1/19/2019
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quote:

ORIGINAL: Zovs

For your # 2, there is a icon to click to show/hide "Enemy Action".


Thanks mate, I had missed that. I thought I had tried all buttons but apperantly not :-)

(in reply to Zovs)
Post #: 12
RE: First impression after finished my first game - 10/29/2019 10:22:34 PM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
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It's tough to coordinate A.I. so things are always a work in progress.

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to Worg64)
Post #: 13
RE: First impression after finished my first game - 10/30/2019 4:11:02 AM   
Worg64

 

Posts: 86
Joined: 1/19/2019
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quote:

ORIGINAL: Alvaro Sousa

It's tough to coordinate A.I. so things are always a work in progress.


I fully understand the big problems to make the AI a top notch opponent in a game of this magnitude.
That said I am gamer not a programmer so cant help you there.

I just suggest features I would like and point out changes I think is needed needed for the AI. If you then improve the game and can make the AI somewhat better or include scripts or even have specifik AI defending units on key objectives when needed I am all the happier, if not it is as it is. The programming has its limitations as well that you cant please all opinions.

You have made a excellent game and I really love this game. I am sure it will get even better along the way with new suggestions and improved AI. Keep the good work up and dont let us harass you to much, we just are enthusiastic

< Message edited by Worg64 -- 10/30/2019 4:15:57 AM >

(in reply to AlvaroSousa)
Post #: 14
RE: First impression after finished my first game - 10/30/2019 2:44:08 PM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
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Always harass. All suggestions and bugs leads to a better game. Sometimes a suggestion might not be directly implemented but might give me insight to another problem.

Like someone talked about Sealion and it's defense. Well it lead be to try and abuse the system which found another gamey mechanism no one noticed that I fixed.

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to Worg64)
Post #: 15
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