WarPlan 2 Convoy System Poll (Full Version)

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WarPlan 2 Convoy System Poll


WarPlan 1
  39% (13)
WarPlan 1, no MMs
  0% (0)
WarPlan 1, MM, Escorts, Abstracted Subs
  9% (3)
WarPlan 1, no MM, Escorts, Abstracted Subs
  6% (2)
WarPlan naval system, HoI style mechanics
  45% (15)


Total Votes : 33
(last vote on : 3/12/2021 9:47:38 AM)
(Poll will run till: -- )


Message


AlvaroSousa -> WarPlan 2 Convoy System Poll (2/27/2021 12:05:54 AM)

I liked the input for my last poll so much I decided to do another for the WP2 engine.

This is a poll on the convoy battles. Any choice for WP2 means it might be hexes or small sea areas (like 9-12 hexes in size).

#1 WarPlan current style with hexes or small sea areas (6-12 hexes in size)

#2 WarPlay current style but merchant marines removed (no MM points) would be abstracted by more damage

#3 WarPlan convoy zones and merchant marine but subs are abstracted similar to escorts. Would have it's own upgrades like units

#4 WarPlan convoy zones but merchant marine removed, subs are abstracted similar to escorts. Would have it's own upgrades like units

#5 WarPlan current style except MMs and Escorts are now units and have to be assigned at a port physically crossing the map similar to HOI3. This system would be also be used for supply overseas.




NJ -> RE: WarPlan 2 Convoy System Poll (2/27/2021 10:12:11 AM)

Sorry to be boring, but maybe think about splitting choice 1 into two (hexes vs small areas) just to gauge more precisely the feeling on moving away from the current system of hexes to areas? Just saying....




ncc1701e -> RE: WarPlan 2 Convoy System Poll (2/27/2021 1:41:23 PM)

Will you still distinguish MMs from Transport ships? But, if so, I would like a better use of transport ships.
I would like to see a better supply system for port supply. I would like to actually sunk ships doing port supply.

For convoy lanes, could you distinguish MMs transporting resources from new oiler ships transporting oil resources?




baloo7777 -> RE: WarPlan 2 Convoy System Poll (2/27/2021 4:05:33 PM)

I have HOI3 but never played it. I guess I should take a look at it before voting...




ComadrejaKorp -> RE: WarPlan 2 Convoy System Poll (2/27/2021 6:59:32 PM)

Although at some point I have been critical of BoA I think it is an important part of the game, I love being in control in this aspect, do not give up, it can be improved but it is the right way.

Controlling BoA gives a greater feeling of world war, I think there are many of us who would like to play on a global scale, it seems to me that Warplan has the ideal scale and the appropriate complexity to do so and remain playable.

To abstract BoA would be to remove an important part of the game, I think we would get tired quickly of playing only in half a map, keeping BoA alive forces to keep in mind countries like Iceland or Greenland and locations like Azores, this part of the game without a live BoA would make it strange any movement of troops in these areas.




ncc1701e -> RE: WarPlan 2 Convoy System Poll (2/27/2021 7:40:48 PM)

Right now, BoA can be entertaining if you are active not passive. As Axis, ComadrejaKorp is moving his subs nicely.
A good use of supply oilers is important.

As Allies, don't be passive. Max your escorts where the subs are. But also, shutdown a convoy lane sometimes to surprise your opponent.




Emporer -> RE: WarPlan 2 Convoy System Poll (2/28/2021 8:57:39 PM)

I hope you do something new on this, move around subs and asw is not fun only boring. The convoy war was a strategic warfare not tactical. So lets minimize the micromanegemnt on this.
Remember that normal surface ships also should be targeted by subs when they move in same regions as subs.

Cheers
Captain Jack




squatter -> RE: WarPlan 2 Convoy System Poll (3/4/2021 10:52:00 AM)

I vote for a system with more abstraction. I've not played HOI but I guess something more like that.

Being able to assign MMs directly to convoy routes would be preferable so the player can see explicitly where his assets are being used.




sillyflower -> RE: WarPlan 2 Convoy System Poll (3/5/2021 10:54:27 PM)

I've played HoI 1-3 and some of the major mods that are now standalone games

I quite like that system as it combines real counters but with them being able to patrol just 1 region or to move between several at random. I also really like that they can stay at sea a long time instead of ASW counters doing the annoying T1 go to destination, T2 stay put, T3 return to base without having to buy oilers.

I guess my vote would be to keep the counters as they are but with less fiddling about needed.

I suppose this is nearest to 1. If I'm wrong, please annul my vote




James Taylor -> RE: WarPlan 2 Convoy System Poll (3/6/2021 3:01:32 AM)

Al, don't you want WP to be the cutting edge, innovative game that it has been designed to be?

If yes, then its time to make the convoy menu completely editable, player run with AI assistance.

Players define the convoy with the port names(hex co-ordinates)and the AI draws it on the map with the player being able to modify the path at will.

We dictate the country recipients/shippers(owners), allocate the assets and define the cargos.

Finally put it on an auto basis or re-occurring or just one time.

Make it discoverable for the enemy with intelligent levels as their vessels cross the path, share the intel, unbeknownst to the owner until combat occurs.

Talk about a real search and destroy feature, one that simulates what actually happened on the high seas is what WP needs to be.




warspite1 -> RE: WarPlan 2 Convoy System Poll (3/6/2021 10:07:47 AM)

quote:

ORIGINAL: AlvaroSousa

I liked the input for my last poll so much I decided to do another for the WP2 engine.

This is a poll on the convoy battles. Any choice for WP2 means it might be hexes or small sea areas (like 9-12 hexes in size).

#1 WarPlan current style with hexes or small sea areas (6-12 hexes in size)

#2 WarPlay current style but merchant marines removed (no MM points) would be abstracted by more damage

#3 WarPlan convoy zones and merchant marine but subs are abstracted similar to escorts. Would have it's own upgrades like units

#4 WarPlan convoy zones but merchant marine removed, subs are abstracted similar to escorts. Would have it's own upgrades like units

#5 WarPlan current style except MMs and Escorts are now units and have to be assigned at a port physically crossing the map similar to HOI3. This system would be also be used for supply overseas.

warspite1

Hi AlvaroSousa.

I have bought Warplan but have yet to play it (I will do this as soon as I have SCWaW out of my system. This means I don't know enough to be able to vote in the poll (in case I vote for the wrong thing).

What I will say is this. Warplan is a strategic game, but please please please don't gloss over the naval war. This is a mistake imo that is made by so many.

The convoys were a big part of the war - convoys to Germany of iron ore actually persuaded the British and French to risk going to war with Norway! In the Mediterranean the need to supply Malta / North Africa / Greece by the CW/Axis/CW is what made the war what it was. The effort put into the North Atlantic and Soviet convoys by both sides was huge.

Please DON'T abstract this too much. I know this is a strategic game, but there are those of us out there that love naval warfare in WWII. Please remember us too!!




James Taylor -> RE: WarPlan 2 Convoy System Poll (3/6/2021 2:38:01 PM)

OK Al, this is it. Supply and logistics win wars. We've all played these neat little counter-based land and air combat games for way too long, we need something different.

A game based on what wins wars first and then the neat little counters and combat revolve around the logistical aspects.

No supply......no combat....no maneuver....no nothing.... the units scrape by for survival, destitution!

Don't ignore the fact.....this planet is 3/4 water.




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