Anthropoid -> RE: What would you like to see in Carrier Force? (8/4/2008 2:46:53 PM)
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Never played UV. I'm proficient with WPO and WiTP against the AI, but I'd likely get my butt kicked against a good human. I've enjoyed some PBEMs with some of the TOAWIII scenarios, and Civ mods/scenarios; but I'm hesitant to commit to a PBEM for 4 or 5 years. Moreover, the thought of committing to a 4 or 5 year long PBEM in which the outcome is largely predictable (assuming opponents are roughly equally matched, else the allied player at least has enough sense to learn from his mistakes) sounds even more unpalatable. Maybe I'd actually love it, but my respect for those of you who are true WiTP PBEMers makes me hesitant to ruin my otherwise spotless reputation by committing to something I might not be willing to finish [:D] I could see a WiTP PBEM using one of the short scenarios, OR if I knew one of you "maniacs" well enough to have a sense that I was not totally outclassed . . . Okay so having said all that: I basically enjoy the WiTP/WPO games against the AI so far and I think I'm not alone in this regard. Not to say that we SPers are more Emportant or less than you PBEMers, but there are these two camps of us skulking about in the Matrix it seems. From my perpsective, a tactical game that allowed more fine-grained exploration of the mechanics of 1940s Pacific naval and air warfare sounds delightfully fun, even if it did mean that it was not very playable in MP mode. Indeed, if I had a "wish" for WitP-2, it would be for a tactical battle engine (for land, sea AND air! [X(]) that would allow you to fight "detailed battles" something like in Forge of Freedom. Keep ALL the current theatre-level detail, _with_ all the AE improvements, and ADD (meaning in addition) the tactical level as an option (as it is in FoF) and . . . whoooooooo . . . . whatta game [&o] . . . Imagine, being able to detach companies from your battalions . . . choose the Company that has the most experienced riflemen, order them to "stalk" (command telling a unit to proceed very slowly and carefully, i.e., crawl, crouch) into those steep forest covered hills. Move your mortars into that little bald knob that is just around the corner of that escarpment from where you suspect the enemy has his machine guns emplacments dug in, set them to "tactical support" mode (meaning they are ready to support other platoons/companies when they are requested) . . . set a couple of your small depleted rifle companies to picket duty to protect the mortar squads . . . wait for daybreak, and send in a probing attack with your large heterogenous companies comprising lots of green recruits, causing the enemy to return fire and giving your stalkers a clear view of the emplacements! Call in the mortar barrage, and when it is done tell your stalkers to flank along the hill while the greens continue the frontal assault! . . . That would be a description of how the tactical battle engine would work if it was modeled roughly like FoF (course you could potentially also call in close air support, reinforcements, maybe even naval bombardment all depending on what else was going on in that hex/adjoining hexes); really NOTHING like an RTS, just a turn-based strategy game at a finer-grained level of detail.
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