stockwellpete
Posts: 582
Joined: 12/20/2012 Status: offline
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quote:
ORIGINAL: OldCrowBalthazor Right on...looking forward to see more. btw..mdsmall and I just started discussing some 'adjustments'...including a bunch of the issues that came to for during the M-Gambit fandango...but not just that localized problem, (for a mod). We probably are going to need help with this. We are just in the preliminary stages and may keep things off the forum for a little bit. OK, good luck with those endeavours. quote:
The potency of the attacks vs defender for WW1 has been noted by many from the get go, but I had read before the rational was to keep the tempo at a certain pace, i believe. Still, it will be interesting what you come up with. Yes, I do understand that gameplay considerations can trump historical accuracy at times. I think though that it might be possible to do a bit more to give the various fronts a bit more character. The Western Front was bogged down for much of the war, while there was more movement in the east. At the moment the Italian Front develops just like the Western Front, even though there were steep mountains there, so that doesn't seem right. In the AGEOD game they have a feature called "Marching to the Sound of the Guns", which enables adjacent stacks to move to support the friendly stack being attacked. They have to take a test and if they pass they temporarily move into the hex of the friendly unit, fight, then move back to their original hex. This is all handled by the AI. Obviously the AGEOD game is very different to this game. It's scale is much larger and it is a WEGO game rather than IGOUGO. But it does raise the question in this game whether supporting adjacent units could give some sort of defensive bonus to a friendly unit being singled out for attack. quote:
I like where your going with the artillery. I'll have to admit though, that I haven't done a match since the last patch version because of the M-Gambit and its ramifications. Tanaka and I were planning a full campaign with AAR's done by me...but we aborted that till we see something by the dev's or a mod. Yes, my artillery changes do work. The only "issue" with reducing the number of guns is an aesthetic one really as there is obviously much less firing. Whereas in films you can hear the guns all the time. If we moved to a situation where artillery did not de-entrench every turn, or kill and de-entrench at the same time, then you could have more guns without them completely dominating the later game. The further linkage to other Techs for shells (Production Tech) and accuracy (Long Range Aircraft) would be very interesting, I believe. quote:
mdsmall and I are comparing what we both agree on for fixes, based on our suggestions and others in the forums, including you. Most of where we are going deals with Entente issues now...but other things for both sides are on the table., including artillery I believe. The strength point replacement cost increase looks interesting btw. Yes, I may not have the values right yet, but I think it is currently too easy to replace a unit that is "destroyed". When this happens in the game I think it should be more of a setback, so increasing the replacement costs seems a fairly obvious thing to do to start off with. I do think that being able to refit the same unit over and over again when it is continually "destroyed" is also an issue. Maybe units should be re-fitted once at a discounted cost, but after that they should go back into the unit roster and cost full price to mobilise again? The other issue is that armies did not continue to get bigger for the duration of the war. They actually got smaller! Austria-Hungary reached its maximum size in 1915, whereas other countries reached their peak in 1916/17. So manpower limits, linked to NM, might be something to investigate as well?
< Message edited by stockwellpete -- 3/20/2021 8:34:41 AM >
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