Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Steel Panthers World At War & Mega Campaigns >> Page: [1]
Login
Message << Older Topic   Newer Topic >>
- 10/28/2003 10:20:10 AM   
Bernie


Posts: 1779
Joined: 3/15/2002
From: Depot HQ - Virginia
Status: offline
I think it depends on what the actual turn time is. AmmoSGT says 2 minutes, but I seem to recall previous threads involving Paul V. and Marc S. where it was stated that turns were "typically" 3 to 5 minutes of actual battle. If we use the 2 minute figure as our basis for change, yes, it makes sense to change it, despite what it may do to how the game "plays" (more on that later) If we use the 3-5 minute figure, then we need to boost up the US response time from .4 to say about .2, and keep the rest the same. Now, assuming the 2 minute figure as the basis, how will that affect game play? IMHO it will result in most non-US players forgoing buying arty (except for mortars which have faster response times, and maybe a battery or two of OB for counter-battery fire) since it will be almost impossible to hit anything with it but a static target. Mention also should be made that in a typical 20-25 turn game, a 4-5 turn delay factor means the US would be able (theoretically) to fire every tube on every turn, while any other country would only be able to fire each tube 4 or 5 times in a game, giving the US player an automatic 500% (5 to 1) "artillery advantage". To counter this, I see those playing against the US going for the biggest guns they can get (when they buy them) and using them as much as possible in a suppression effort (hey, 155mm+ usually only has 25 rounds, so should run "dry" about the same time the game ends anyway) since they'd be very lucky to get a "hit" on any unit moving faster than an arthritic, one-legged turtle crossing a frozen pond against a 40mph headwind. :) Assuming Axis players do go for the biggest guns, we run into another problem, that of where those guns are located. Not on the map, in the OOB's. The German OOB is so full that many units are stashed away in other countries OOB's, such as the German rail guns (in the Norway OOB IIRC) Do we allow a person we're playing against to buy from that OOB, and with what, if any, limits? If we discuss it beforehand, what does that do for the "suprise factor" in a battle? ("Oh, mind if I buy a couple of things in other oob's?" "Aha! He's buying big arty, so let me get a few extra batteries for CB, and not use them for anything else so they're always ready to take out those monster guns when they fire!") All in all, this is a complex issue, one which deserves discussion, but also one that I fear we will never get a clear majority to agree upon.

_____________________________

What, me worry?

(in reply to Capt. Pixel)
Post #: 1
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Steel Panthers World At War & Mega Campaigns >> Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.547