RE: Game Suggestions: (Full Version)

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swkuh -> RE: Game Suggestions: (2/2/2017 10:46:04 AM)

[:)]




Stelteck -> RE: Game Suggestions: (5/23/2017 1:08:54 PM)

When you are a soviet in 1941, you have bad troops (strengh displayed 1 on offensive counter), trained troops (strengh displayed 2) and exceptionnal elite troops, which could have a strengh of 3 or 4.

First, it is a little confusing that troops displayed 1 can have a strengh range from 0.1 to 1.9. So it is difficult to set aside very bad troops from bad troops.

But my main point is the following :

When rain and mud come, all attack strengh is halved heavily. Now how to identify where on earth is my elite siberian troops with morale 60 and normal strengh of 4 ?? Everyone looks like strengh 1 now..... [X(]

I was planning to perform a little reorganization of my troops during mud time, but it looks like that due to poor feedback counter it will probably take a very long time. [:(]
I'am crying. Staline help me !!!




EwaldvonKleist -> RE: Game Suggestions: (5/23/2017 5:59:30 PM)

I would like to suggest two minor changes as well:
1) If you try to bomb a hexagon more than two times, you get the pop up: No bombers availaible or out of range. This is utterly confusing for newbies (as it was for me) and should be replaced by an up to date notification.
2) If you select airgroups for a mission, it is possible to select ones which have no ammunition/no fuel left. This sometimes causes fighters flying without the bombers they were supposed to escort and reverse, which is even worse. Airgroups on bases with 0 fuel or 0 ammo shouldn't be shown on the select airgroups list.




boudi -> RE: Game Suggestions: (6/30/2017 10:26:49 AM)

The ability, in a multiplayer game (server) to open a played turn in a read mode only, in order to check again the front, the units on the map, commanders's report, should be really fine.




Stelteck -> RE: Game Suggestions: (7/25/2017 3:11:01 PM)

There is not enough light tank production in 1941 for the soviet union, relative to medium and heavy tanks.
There are really tons of medium tanks produced and not enough TOE soviet side to use them.

Some small&easy change could ease the problem :

- The Matilda II (lend lease) is currently a medium tank. It could easily be transfered to heavy tank category. (It weight really a lot).
- The Valentine III (lend lease) is currently a medium tank. It has a very light weight and could be transfered to light tank category, like the M3 Stuart. Or to cavalry tanks like BT-7.

It is really minor change, but currently all the medium land lease tanks are not really usefull, as you have tons of T-34, even with minimal evacuation of the T-34 karkov plant.




Denniss -> RE: Game Suggestions: (7/25/2017 9:40:23 PM)

If they were used by soviets as heavy or light tanks then a change may be justified but AFAIR they were both used as substitutes for T-34.
The Churchill on the other hand was reclassified as heavy tank due to its use in heavy tank units.
If you get the red army to conduct offensive ops you'll see your T-34 pool melting faster than you'd think BTW.




Stelteck -> RE: Game Suggestions: (7/25/2017 9:51:33 PM)

Ok i understand the rationale of the type, thanks for the explanation.




Aufklaerungs -> SPW 251/16 Mittlere Flammpanzerwagen (9/30/2017 2:21:56 PM)

Please include the SPW 251/16 Mittlere Flammpanzerwagen in future versions of GG sims. This was the most numerous AFV to mount flamethrower support for infantry and engineers. Believe D version went into mass production after Kursk, though conversions of 251-1/Cs began in winter 42-43.
http://www.kfzderwehrmacht.de/Homepage_english/Motor_Vehicles/Germany/Hanomag/m__SPW/Sd__Kfz__251-16/sd__kfz__251-16.html
Thanks




Denniss -> RE: SPW 251/16 Mittlere Flammpanzerwagen (9/30/2017 3:02:19 PM)

Considered to be part of Panzerpionier Squads




tyronec -> Soviet air force (10/18/2017 6:23:56 PM)

There has been some discussion on the forum about an exploit with the soviet air force.
The soviet player plays very aggressive with his air force from the start of the game with a general increase in experience, regardless of losses. A few visits to the reserve and hey presto you have high morale and experience.
They can then gain parity with Axis way before should have been possible.

How about modifying the 'experience' algorithm so that it takes into account losses to a greater extent than at present.




HardLuckYetAgain -> RE: Soviet air force (10/19/2017 4:58:39 PM)


quote:

ORIGINAL: tyronec

There has been some discussion on the forum about an exploit with the soviet air force.
The soviet player plays very aggressive with his air force from the start of the game with a general increase in experience, regardless of losses. A few visits to the reserve and hey presto you have high morale and experience.
They can then gain parity with Axis way before should have been possible.

How about modifying the 'experience' algorithm so that it takes into account losses to a greater extent than at present.


No offense here but your Air settings & what you did helped cause the soviet Air Force to blossom first and foremost. In current game with Dinglir looks like he has corrected what needed to be done and much harder to achieve.

By the way the Soviets can do it with ground forces too. So I would assume that since the Soviets didn't have 22 Guard Division in 41 (which they did not) that me having that many guards in 41 is an exploit too?




HardLuckYetAgain -> RE: Soviet air force (10/19/2017 5:01:13 PM)


quote:

ORIGINAL: HardLuckYetAgain


quote:

ORIGINAL: tyronec

There has been some discussion on the forum about an exploit with the soviet air force.
The soviet player plays very aggressive with his air force from the start of the game with a general increase in experience, regardless of losses. A few visits to the reserve and hey presto you have high morale and experience.
They can then gain parity with Axis way before should have been possible.

How about modifying the 'experience' algorithm so that it takes into account losses to a greater extent than at present.


No offense here but your Air settings & what you did helped cause the soviet Air Force to blossom first and foremost. In current game with Dinglir looks like he has corrected what needed to be done and much harder to achieve.

By the way the Soviets can do it with ground forces too. So I would assume that since the Soviets didn't have 22 Guard Division in 41 (which they did not) that me having that many guards in 41 is an exploit too?



On the Air you "have to" watch the fatigue of the German pilots. If you don't you are destined to get racked up as a kill. I wrote about this last year. You have flown your fighters into the ground which makes you very easy kills for me as the Soviets.




tyronec -> RE: Soviet air force (10/19/2017 5:34:36 PM)

The point I was making was specifically about growth of experience relative to losses. As I understand it Soviet air units can get increased experience even if they are taking such losses that you might expect them to be losing experience. I don't think the same is going to apply to ground forces as losses are at nothing like the same level. However have not done an analysis of this and don't know exactly how the game works it.
This was not a criticism of your taking advantage of it - I trust we are both working the engine to the best of our ability.




HardLuckYetAgain -> RE: Soviet air force (10/19/2017 5:55:12 PM)


quote:

ORIGINAL: tyronec

The point I was making was specifically about growth of experience relative to losses. As I understand it Soviet air units can get increased experience even if they are taking such losses that you might expect them to be losing experience. I don't think the same is going to apply to ground forces as losses are at nothing like the same level. However have not done an analysis of this and don't know exactly how the game works it.
This was not a criticism of your taking advantage of it - I trust we are both working the engine to the best of our ability.


I'm getting wins shooting down your planes. When you run your CAP I'm loosing Morale like mad because I'm loosing but when I do my turn I make that Morale back up by shooting down your fighters.




HardLuckYetAgain -> RE: Soviet air force (10/19/2017 6:15:50 PM)

quote:

ORIGINAL: HardLuckYetAgain


quote:

ORIGINAL: tyronec

The point I was making was specifically about growth of experience relative to losses. As I understand it Soviet air units can get increased experience even if they are taking such losses that you might expect them to be losing experience. I don't think the same is going to apply to ground forces as losses are at nothing like the same level. However have not done an analysis of this and don't know exactly how the game works it.
This was not a criticism of your taking advantage of it - I trust we are both working the engine to the best of our ability.


I'm getting wins shooting down your planes. When you run your CAP I'm loosing Morale like mad because I'm loosing but when I do my turn I make that Morale back up by shooting down your fighters.


If any thing they should look into why so much damage is happening on night bombing. Meaning the German Airforce is shooting down just as many planes at night time as they are doing the day.




Aufklaerungs -> RE: list/menu of captured/destroyed factories (11/3/2017 5:38:59 PM)

http://www.matrixgames.com/forums/tm.asp?m=4369979&mpage=1&key=�

Thought that it might be good to move http://www.matrixgames.com/forums/fb.asp?m=4369979 thread to the Game suggestions discussion...




thedoctorking -> RE: list/menu of captured/destroyed factories (11/5/2017 3:46:07 PM)

I'm sure somebody's already thought of this, but maybe USSR armored units in the early TOE's could accept medium tank replacements in place of light tanks if the light tanks aren't available. Seems like there are always huge numbers of T-34's in the pool that can't be used while units in the field are "unready" because they can't get enough T-60's. Seems odd to me. I know that in the inter-war period there was an idea that different types of tanks should fulfill the "cavalry" and "infantry" roles, but with all the chaos in the Soviet leadership in the 1930's and the crisis of the Axis invasion, i can't see any commander letting thousands of good tanks sit around parked in Siberia while tank units are crying for reinforcements. If they are going to commit BT-2's to combat, they aren't going to leave T-34's in reserve.

I guess in game terms, you would allow units to switch over to the later TOE early if there are no light tanks in the pool to distribute. Or allow the player to manually choose which TOE a unit is going to use if it can't fill its standard TOE; that would probably be a more challenging fix in terms of changes to the game engine.

That, or jack up light tank production in the 1941-42 period.




morvael -> RE: list/menu of captured/destroyed factories (11/5/2017 4:50:31 PM)

There are some rules that allow using various tank types as light tanks, CS tanks, or medium tanks. What works for those non-standard types may not work correctly for the "medium -> light" setup. But I'll make some experiments. Were those medium tanks indeed used instead of light tanks?




thedoctorking -> RE: list/menu of captured/destroyed factories (11/6/2017 4:49:52 AM)

I think that historically the USSR had many more light tanks than they needed. That's why they converted them into SU-76's, of which they had enormous numbers and used them throughout the war.

So maybe the better solution would be to increase the USSR light tank production, maybe decreasing the medium tank production a bit until 1942, when it needs to really take off. Looks like they were doing about 100 T-60's a month historically in 1940/41 ramping up to 400 by the beginning of 1942. T-70 production was like 400 a month in 1942, down to 300 in 1943. In 1944, SU-76 production took off at about 600 a month. So right now, looking at production in the game in July 1941, there are about 200 T-60's being produced a month. T-70 factories are going to add about 250 starting in the winter of 1941/42, which seems low.

I'm also seeing there's a T-50 factory still in production, and from what I've seen, historically T-50 production stopped before the war broke out and only amounted to about 60-100 total anyway. So maybe convert that Moscow T-50 factory to T-60 and increase it to 30 a week starting in August? That would bring production to 400 a month by January 1942 assuming that something has to be evacuated. Then more or less double the productivity of the additional T-70 factories and it should be about right.

On medium tanks, the game has about 400 T-34's coming out a month. That is a little higher than the historical 1941 average, which is about 250 a month, but taking into account evacuations, that's about right. The Kharkov factory is most likely going to have to move and be out of business for several months. So getting to the historical 3000 produced for the year the game production level is probably about right. 1942 T-34 production was almost 13,000, and 1943 is almost 17,000. So those factories need to get much more productive later or maybe new factories come into being. I've never played that late in the game so I don't know how things work them.




56ajax -> RE: list/menu of captured/destroyed factories (11/6/2017 9:10:02 AM)

I don't have a shortage of tanks : Turn 47 and i have 5500 'modern' tanks in the pool with about 575 being added each week. What am I doing wrong?




morvael -> RE: list/menu of captured/destroyed factories (11/6/2017 9:48:39 AM)

Maybe you have very little on the frontlines? Players should take note of surplus equipment (and equipment with shortages) and adjust their unit composition accordingly.




thedoctorking -> RE: list/menu of captured/destroyed factories (11/6/2017 4:41:25 PM)

The common experience is that you have piles of medium tanks in the pool because your units can't absorb them for lack of light tanks. My argument is that medium tank production is probably OK, at least into 1942, but there needs to be more light tank production.

Actually, for historical verisimilitude, I'd put a bunch of little T-60/70 factories around all over the place. The reason the USSR kept on making light tanks after the T-34 design was proven in combat was that they could make them in smaller automobile factories that couldn't handle full-sized tanks. And once they got the idea of putting the long 76mm gun on them, they were useful infantry support tanks and could kill older German designs (PzIII or IV). If only they'd thought to put a mg on the thing (says the Advanced Squad Leader player).




chaos45 -> RE: list/menu of captured/destroyed factories (11/6/2017 8:15:06 PM)

From looking at the 1942 start and doing some quick math on soviet light tanks.

According to Wikipedia-

T-60s- approx 6,290 built
T-70s- approx 8,200 built

My quick math showed the game is about right on T-60 production- maybe abit to low depending on how quick to they get to max 50 and damage from moving an such.

On the T-70 production seems alittle low--quick math put it about 1,000 tanks to low....so seems either a new T70 factory needs added or the max capacity on the 3 in game needs increased.

Again was really quick math but if its accurate does seem the soviets are owed some T70s---but even 1,000 more T70s doesnt really fix the game ToE shortfall in soviet light tanks.




Denniss -> RE: list/menu of captured/destroyed factories (11/6/2017 10:41:47 PM)

The T-70 production may need some fine adjustments, taking 2 months off the end date and increasing build limit instead plus adding a minor production buffer for the damage allegedly caused by Luftwaffe bombings of Gorki in 1943.




56ajax -> RE: list/menu of captured/destroyed factories (11/7/2017 8:11:44 AM)


quote:

ORIGINAL: morvael

Maybe you have very little on the frontlines? Players should take note of surplus equipment (and equipment with shortages) and adjust their unit composition accordingly.

I do take note of surplus equipment and create units that use them. I have started to build Tank Corps which use less tanks than 3 tank brigades, thus adding more to the pool, and in the process destroying the experience. Great.

I try and keep a unit adjacent to an Axis unit for attrition purposes. As the Axis can drive through anything I try to keep many units well back.

I have kept the TOEs of my art too low as I now have lots of armaments. What I am lacking is manpower, and i am going to have to retreat in 42, which will make it worse.

Still, what a Magnificent problem I have. [:)]




thedoctorking -> RE: list/menu of captured/destroyed factories (11/8/2017 9:25:55 PM)


quote:

ORIGINAL: chaos45

From looking at the 1942 start and doing some quick math on soviet light tanks.

According to Wikipedia-

T-60s- approx 6,290 built
T-70s- approx 8,200 built

My quick math showed the game is about right on T-60 production- maybe abit to low depending on how quick to they get to max 50 and damage from moving an such.

On the T-70 production seems alittle low--quick math put it about 1,000 tanks to low....so seems either a new T70 factory needs added or the max capacity on the 3 in game needs increased.

Again was really quick math but if its accurate does seem the soviets are owed some T70s---but even 1,000 more T70s doesnt really fix the game ToE shortfall in soviet light tanks.



I think the issue is that players know the T-34 is the best medium tank in the early war and so they make sure to preserve production. Then, they end up with huge pools. Historically, the Soviets switched over to a medium tank heavy TOE in 1943 as they began to get large numbers of them being produced. My original suggestion was essentially to allow the game to effectively adopt that TOE change early, by treating surplus T-34's as if they were light tanks for replacement purposes, if there were large numbers of medium tanks in the pool undeployed. Alternatively, the game could distribute light tank production more widely and thus make it more resilient to Axis conquest/bombing, similarly addressing the current in-game shortage of light tanks that many players have reported in 1942.




thedoctorking -> RE: list/menu of captured/destroyed factories (11/12/2017 7:30:20 PM)

It would be nice if you could select a bunch of units from the Commander's Report and take some action with all of them. Like sending air groups to Reserve, or setting them to manual upgrades, or to night missions. I imagine there'd be some uses for this for ground units as well.

First turn of Barbarossa, I spent almost an hour just repetitively clicking on the commander's report screen to send air groups to reserve.




Telemecus -> RE: list/menu of captured/destroyed factories (11/13/2017 3:41:59 PM)

quote:

ORIGINAL: thedoctorking

It would be nice if you could select a bunch of units from the Commander's Report and take some action with all of them. Like sending air groups to Reserve, or setting them to manual upgrades, or to night missions. I imagine there'd be some uses for this for ground units as well.

First turn of Barbarossa, I spent almost an hour just repetitively clicking on the commander's report screen to send air groups to reserve.


If you filter the list so it just has the ones you want to act on there are such batch commands such as send all to reserve in the top right hand corner.




thedoctorking -> RE: list/menu of captured/destroyed factories (11/13/2017 11:32:53 PM)


quote:

ORIGINAL: Telemecus

quote:

ORIGINAL: thedoctorking

It would be nice if you could select a bunch of units from the Commander's Report and take some action with all of them. Like sending air groups to Reserve, or setting them to manual upgrades, or to night missions. I imagine there'd be some uses for this for ground units as well.

First turn of Barbarossa, I spent almost an hour just repetitively clicking on the commander's report screen to send air groups to reserve.


If you filter the list so it just has the ones you want to act on there are such batch commands such as send all to reserve in the top right hand corner.


Thanks! Learn something new every day.




Stelteck -> RE: list/menu of captured/destroyed factories (11/16/2017 1:48:48 PM)

I have a suggestion for the Merge feature.

The merge feature is a really interesting function. It is also an historic one as many formation were merged during the war especially soviet side who do not often reinforced divisions at fronts, preferring creating new units and merging old and battered formations together.

The problem is that the merge unit also have an huge political point cost, as the old formation is permanently destroyed.
For example, if you merge two divisions together, you will loose 10 political point, the cost of a fresh division.

So the merge feature is only used in rare case.

It would be very interesting if the merge feature would allow the "return" of the destroyed formation some weeks later. As if the formation was destroyed by the enemy.





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