Galahad -> (10/11/2001 7:00:00 AM)
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Here are a few first thoughts on feedback.
1. First and foremost, the ability to edit. The biggest difference between computer war games and paper games is the latter can be modified by house rules, variants and general “what ifs.” Personally, I would love to try a super grand deluxe campaign ranging from 1788/89 to 1815. Modifying army strengths, naval strengths, and the ability to create ahistorical scenerios can be fun too.
Some of the best loved features of computer games certainly seems to be customization. User end custom rules also helps keeps games fresh and adds to the replay value too.
One excellent (IMHO) example of customizing is Space Empires IV. The game itself is maddingly close to genius, so much potential marred by a clunky interface, bad AI and other problems. But each and every aspect of the game is contained in a .txt file and is easily modified by even us non programmers. For those who are interested, SEIV is a work in progress, and numerous upgrades and patches have been put out. The latest patch is due next week or so.
2. A system which rewards historical behavior via in game benefits, as opposed to forcing historical behavior. For example, Prussia should have some benefit (perhaps a glory point bonus) in remaining neutral as long as possible in the 1805 to 1806 era. Same theory for military rules.
3. Land force detail level; I agree with Le Tondu, that such a game could in theory measure manpower by individual soldier. Whether or not that will add to game play, I can’t say just yet. But I would think that small numbers of men, no more than 50, should be the scale used. There is no reason to use 1000 man factors. Cannon should be measured down to the individual cannon. I don’t have an opinion as to whether the smallest military unit should be the division or battalion/regiment.
4. Naval detail level. Each ship should be represented. From what I can make out of the screen shots, it looks like there are light and heavy ships.
5. Naval control. I would like two options, one of which would be chosen in the game setup. First is a total control option, under which players would be able to move and have a fair degree of control of ships at sea. This option would allow players to control and see naval battles as they would land battles. Second option would be to give ships orders, and then turn them over to the computer/admiral. Reports would then come back as to the results of the naval operations.
While the latter would be more accurate, I would prefer the former. After all, grand strategy does imply the player becomes the controlling marshal or admiral at any given battle. But once in a while, it could be fun to curse at the French Navy’s incompetence and inability to intervene.
6. The maps – look good, but I also agree with Le Tondu. The land looks like its floating on the water. I have visions of sailors climbing down long ladders to reach the ships far below.
In conclusion for now, if the game has all the detail of Empires in Harm Version 4 and then some, I am going to be one happy camper. BTW, the empires in harm website should be up shortly under a new host.
Galahad.
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