ILCK -> RE: Naval Game? (11/2/2016 7:00:10 PM)
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ORIGINAL: NightPhoenix The main way for me to stop any kind of naval/amphibious invasion would be to rail units from the Soviet Union to Western Europe. As any kind of landing does only allow you to move a limited amount this should give you sufficient time to contain the allies and then eventually throw them into the ocean. Although air units will not help you that much there, i think air units are indispensable when on the offensive. I personally feel that many times i would not be able to break through a certain area or city without air units, especially choke points such as Kerch or in North Africa would be almost impossible to grab without air support. They also help in lowering morale and efficiency. Although i would say that air based power is very much needed on land, i think indeed on sea, they seem less useful, or i haven't found the optimal way to use them yet. As it is with regards to the naval game, i understand that this is not the way normal naval engagements go. Fair enough, but we are playing a game, railing armies from Moscow to Madrid in 1 week is also fairly unrealistic, so are many things in the game. This game is most likely not created with the goal to be as realistic as possible, but to give a presentation which comes close to that, while trying to provide a experience which is as enjoyable as possible to the player. I don't know personally what made the developers decide why naval warfare was supposed to be done like this, but they might have thought that people would get frustrated seeing how their naval engagements would fail time and time again, where they would spend 20 minutes every turn on just trying to get the navy right and/or start save/reloading frantically. There is a game which models naval warfare very realistically i think, or comes at least close to. It's Gary Grigsby's war in the Pacific. You are going to spend hours on just playing 1 turn (which is 1 day in game-time), but it is realistic. This game doesn't mean to do that and consequently playing through the war doesn't take you 1+ year in real life to complete. All in all i think that people haven't seen enough of the game, and depend on Paradogs Gamer, my and other peoples videos a little too much. By no stretch are we playing optimally, and would probably do many things different if we started over. Besides we as humans can exploit the predictability of the AI which never makes for a fair game, especially in the water it seems. I personally feel that individual aspects of the game (even in beta) work out very well, and looking at the big picture combines into a great game. So for me at least its a big thumbs up for the developers. First thanks for the videos, really learning a lot about managing supply in particular. I agree, that trying to be everything to everyone is tough and while PacWar was great for naval and air it was frustratingly stupid on land so i guess it is hard to have everything. I guess there is really no way to "fix" the problem because either naval units move crazy distances in a turn or they move insanely unrealisticly short distances. Do wish there were "reaction" strikes from bombers set to something like a "Naval Interdiction" just to deal with some of these issues.
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