Myrddraal -> RE: Some issues (12/19/2012 5:51:01 PM)
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Wow... merry Christmas everyone! Please keep you feedback and comments constructive and friendly... this could be a valid discussion, but it seems in danger of derailing. We thought we'd done a pretty decent job of getting the balance of power about right in the Balkan and Russian fronts. The Serbs are well entrenched but very vulnerable to being outflanked, and the Russians have the punch to catch and unprepared AH player napping in Galacia and take Lemberg (although the long term benefits of such a tactic are doubtful). If I've understood correctly, the issue you're raising is not about the balance of power, but the placement of the initial armies. It's a valid comment... our initial distribution isn't the most historically accurate if you take the starting positions on the day of the declaration of war. Having said that, the war plans of the Austro-Hungarians had intended a larger focus on Serbia, and we do have troops in railable positions so you can quickly mobilise in the same way as AH did. This is perhaps something we could address in a patch... In the meantime, it would be very easy to mod if you're interested in moddingk. Here's some whistle-stop answers to your other questions. 2. Why do Belgium and Britain join the war automatically? This one was debated endlessly internally and during the beta period. When we went into beta, the decision to invade Belgium was left to the player, but the short answer is that in games where the player didn't invade Belgium was always ridiculously skewed. The CP player can easily hold back the French with a small, well entrenched force on a very very short front, and with the full German economy focused on Russia, the Russians always collapsed quickly. Note that the CP player is not obliged to focus on Belgium. You can still go for a 'Russia first' strategy, but to do this you will have to defend along the whole of the Western front. In a previous thread discussing this, a poster summarised it neatly: a non-choice is no choice. 4. Why can units move farther when they fight? The control system is simple, and that is intentional. The idea of the 'advance' move isn't intended as some kind of blitz tactic, it was introduced because otherwise situations developed on the tight frontlines where an enemy unit was destroyed but no friendly units could move to fill the breach. This is a very frustrating situation which is solved by this game mechanic. It does result in the perhaps odd situations in the opening moves of the game, but in the long run it is a good rule (imo). 5. Why don't air units evade ground attackers? The fighter unit does not represent just the fighter. If you leave your airfields in such a position that the enemy can break through and capture them, you lose. Yes, the fighters themselves might be able to leg it, but they can't strap on all the supply depots and support structure and take it with them. You could easily argue that artillery would also be whisked away in the case of a breakthrough. Keeping your support units safe is part of the game, it isn't done automatically. I hope that helps to explain our thinking a little. Hopefully, if you still disagree, it won't stop you enjoying the game! You say you've only played a few turns. It takes time (obviously) to get into any new game, especially if you've played similar games, the differences in rules can seem jarring. Give it a bit longer and hopefully you'll get used to / appreciate the mechanics of it.
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