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istari6 -> RE: Game Rule Questions (11/15/2014 6:02:09 PM)
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quote:
ORIGINAL: Capn Darwin 1). There is no facing. Units are assumed to place their best armor to a threat. There are some cases where flank, rear and top are targeted. In the cases of initial contact there can be a "surprise" factor that leaves units exposed to flanking fire at the outset of the combat. In close combat <1000m there is a chance of flanking fire. In hex even more so. In hex with infantry in cities exposes top shots and rear shots. Gotcha. I think the game does a great job of modeling the complexities of Cold War warfare. This is an immensely complicated subject, and the sheer lethality of modern weapons (and the incredible expense of the platforms) means that the modeling of each shot really matters, in a way that it doesn't quite as much for WWII warfare. So I don't envy you the challenges of tuning these variables. Having said that, I was surprised to see 3-4 of my 13 Leopard 2s knocked out at >2000m range within minutes, hit in their elevated and covered positions overlooking the Soviet advance. With your explanation, I understand that was probably due to the "surprise" factor of the initial engagement, and the law of averages will bite everyone once in awhile. However, for future versions, if there's a way for defenders to "orient" on an axis (maybe optional ability the player can use if desired), that way we can ensure that during the initial exchange of fire, that flanks simply aren't exposed. It's easy for players to toss out suggestions, and I imagine the challenge for the designer is how to maintain simplicity in play without getting encumbered by lots of special rules that bog down play. So there may not be a way to do this elegantly. quote:
2). This got mentioned in a meeting a week or so ago on limber and move times. We plan to improve on this setup in 2.1 and have better displacement and setup times. That should fix some of that. Also I need to look and see why the guns did not sit in place and engage in direct fire. Most Soviet arty has DF capability. May not be in the towed units or working as intended. Need to look. Great. Yes, I think Soviet artillery isn't defending itself at all in 2.05. I've been able to attack artillery parks multiple times and never suffered any return fire. quote:
3). This is a whole can of worms that has a thread devoted to it somewhere. Allowing group orders and then having a limited orders setting cancels limited orders basically. What you are looking for is the ability to issue orders to your HQs and having the subunits do your bidding, similar to command ops. We may be able to do something like that as an advanced option for 2.1. That way you can issue a directive to a company HQ like "take that bridge" and the AI runs the subs and does the job based on some simple SOP setting from the initial order. That might be feasible in 2.1. I'm not sure I agree that having group orders necessarily cancels out limited orders. They seem like separate concepts. If I have limited orders per turn, I should be able to distribute those few available actions across larger organizations than individual platoons. For example, I should be able to tell an entire company to "Assault to 2117" and have that be a single order, without having to give the same order to each separate platoon. This would limit the commander's flexibility and ability to micromanage a battle, but still avoid the tediousness of ordering each and every single platoon to assault to the same location on the same path. I agree that trying to have the AI manage all the subunits intelligently is a different order of challenge, and not necessary (in my view) to solve the problem. quote:
3a). You can issue a group order to a location(s). Just can't do it with limited orders active. I play with Limited off. I'm not a fan of it and I'm already lobbying to remove it in 2.1 and replace it with a more realistic command friction/chaos mechanic were units miss orders, units fall of the command net or get jammed/spoofed, variable delays, etc. Again as an advanced option. Ah good. Glad to hear you're also playing with Limited off :). Love the ideas of where the command modeling can do in 2.1 and beyond. Thanks for the replies.
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