Gil R. -> RE: Fortifications (9/13/2006 1:27:51 AM)
|
quote:
ORIGINAL: andysomers Thanks for your answers! Let me say before I continue comment that I do not know you guys nor you me, so any suggestions I give is certainly not meant to insult your intelligence. You guys clearly know a good product. That said, I would like to respond a bit more to your comments/answers: We appreciate your comments very much. I'll try to respond below. quote:
The U.S. map is divided into "provinces," and these vary in size and shape. Tennessee, for example, is divided into seven provinces, including Cumberland River and the part of the Mississippi River where Memphis is. Opposing forces cannot be in the same province without a battle breaking out. One needs to conquer provinces to win the game (or, if you're the South, keep the North from conquering your provinces). I have yet to play an ACW game at this level on the, I'll call it "RISK"-type subdivisions of land. I tend to think that is probably too large, I always liked hex-based (15-20 mile size hexes). This seemingly gives more advantages for terrain management and army positioning, and would seem to me to provide a more seamless interface to bridge the gap between the strategic and tactical maps. However, I see the ton of accolades that you have gotten for Crown of Glory, and I am very willing to try something new. I will withhold judgement until the product is revealed! My only question would be this - the tacitcal battles that will take place in these "provinces" - will they be on one terrain type every time? Since they cover a fairly large area, it would seem to me that several different possibly randomized battle grounds are offered. Example, Chancellorsville, Fredericksburg, Spotsylvania, Wilderness, and other numerous small engagements were probably fought in the same "province" as you have the map divided, but each featured much different terrain and basic maps. How do you account for this or do you? You're absolutely right that this is a key consideration. Right now, the terrain is completely random, but on my harddrive there is an Excel spreadsheet just waiting for my attention. The spreadsheet lists all 200+ provinces, and has nearly 20 columns in which I'll be inputting terrain types, so that Mountainous and Very Mountainous appear in Shenandoah but not Kansas, or Swampy and Very Swampy appear in Everglades, etc. etc. Every battle in detailed combat takes place on a randomly drawn map consisting of two terrain types -- e.g., "swampy and flat," "open and riverine," "flat and open," "populated and forested" -- so the program will be drawing from this file so that the right terrains are in the right part of the country. And yes, we do have The Wilderness, going right where it should be. You might be glad to know that if your side makes an initiative check you get to choose which terrain you wish to fight in. So, if you're the CSA and don't have as much artillery as your opponent, you can choose "swampy" or "riverine" to slow down their artillery movements, or can choose "open" to help your cavalry advantage. quote:
We have gunboats that can sail up rivers to besiege forts, but no other brown-water navy vessels. The reason is that most such battles involved just a few ships on each side, and it would not have been very fun to play. We do have more variety for the open seas: warships, fleets (= amphibious transports) and ironclads, which can all engage in a quick combat. We also have blockade-runners for the South, which are essential to its economy. I think your naval philosphy is correct - I like it. I would suggest adding river ironclads and river troop transports. These were highly utilized. Additionally, I would like to see limited river navigation by ocean fleets (i.e. an ocean going vessel or fleet should be able to engage New Orleans via the MS River, etc.) It's an interesting suggestion, and I don't remember the decision-making process that led us to omit such units. But at this point, to make our release schedule, I don't believe that our programmer or graphics guy can do this. But you should definitely post it as a suggestion (if you still feel it's necessary) when the game comes out and we're soliciting suggestions for what should go in patches. quote:
We have three kinds of forts, Type I-III, with Type III being large masonry forts. A couple follow up questions here and comment. Is a Type III (masonry fort) inherently more impenetrable than a strong Type II? I think that the masonry forts should not be deemed as the strongest in the game. One tactical advance of the Civil War is that rifled cannons essentially made this type of fort functionally obsolete. For reference, examine the 1862 US action to bomabrd and subsequently capture Fort Pulaski near Savannah. A bombardment with rifled cannon lasting little over a day reduced the fort to an extent that the magazines were exposed and the fort surrendered. The US government began retrofitting some of these coastal defenses with reinforced concrete improvements during the Span-Am war (look at modern photos at Ft. Morgan, Alabama) to counter the advancement of rifled artillery. Reinforced concrete was state of the art in permanent fortifications up to and during part of WWII. Moreover, masonry forts typically could only house smaller garrisons (1-2000) and not an army or even division size type of force. My beef on this issue is that Washington DC was the heaviest and most impenetable fortress in the world during the ACW, with Richmond being the second most, by most all accounts. However, masonry forts were not a part of either of these fortification complexes. Earthen fortifications proved their worth in the ACW, this strategy prevailing until WWI and beyond. What I would suggest is this. Establish masonry forts at the start of the war in their historical locations and give each a stock of heavy guns. Players may choose to occupy them as they wish, but limit the size of the garrison. Still allow construction of the level 1, 2, and 3 forts, but they should be earthen, with only the most formidable fortifcations limited to DC and Richmond, perhaps one other location per side, or make them so expensive that each side can only afford one or two. This may be splitting hairs, and this may be a misunderstanding of this issue, either way it's just a friendly suggestion (as are all my comments!). Whatever the case, thank you again for your diligence and effort into answering this and all the other questions. It is great marketing and PR for you guys. If I can be of any further help, please let me know. I would invite you (and any other forum members) to visit my free online civil war role play (now in beta mode) at Campaign TARP - 1863 East. It may give you some ideas for carryover into your game that may be easy to incorporate. I appreciate the opportunity to comment! I think your points about forts are all very valid. I may have misremembered the definition of the different types of forts. Fort Type III is our largest fort (and thus holds the largest garrison), but I do not believe that these are exclusively masonry. It just so happens that most of them are. Since it's been half a year or so since I've dealt with the specifics of the different types of forts I think I'll ask Eric to stop programming for a moment so that he can respond. Incidentally, I visited Fort Pulaski while at a friend's wedding back in June, so I know just what you mean about the damage it suffered. AS
|
|
|
|