Conditionals triggers for HQ removal/renaming (Full Version)

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Slush -> Conditionals triggers for HQ removal/renaming (5/26/2021 8:26:05 AM)

Hi

I'm playing the Soviets in the 1941 GC vs Axis AI.

The Fascists hordes never managed to break my defensive lines guarding Crimea. But still, at the date Sevastopol historically fell, the heroic Crimean front gets dissolved. I also had a Voronezh front pop up even though the front was far to the west, and the Southern front got renamed to Stalingrad front, even though Stalingrad in my game is a quiet backwater.

Wouldn't it make for a better and more believable game, if there where conditional triggers for these changes?

Rgds.




erikbengtsson -> RE: Conditionals triggers for HQ removal/renaming (5/26/2021 9:51:54 AM)

And/or if we could rename HQ's manually?




Aurelian -> RE: Conditionals triggers for HQ removal/renaming (5/26/2021 1:58:22 PM)


quote:

ORIGINAL: Slush

Hi

I'm playing the Soviets in the 1941 GC vs Axis AI.

The Fascists hordes never managed to break my defensive lines guarding Crimea. But still, at the date Sevastopol historically fell, the heroic Crimean front gets dissolved. I also had a Voronezh front pop up even though the front was far to the west, and the Southern front got renamed to Stalingrad front, even though Stalingrad in my game is a quiet backwater.

Wouldn't it make for a better and more believable game, if there where conditional triggers for these changes?

Rgds.


And when people play to never trigger those conditions?

As far as names go, why does it matter the name? Corps HQs can become Army HQs. Front HQs get name changes. The latter doesn't change anything.

For example, Southwestern Front was disbanded in July 42 and its forces split between Stalingrad and Southern Fronts. The Front was reformed from reserve armies on October 22, 1942. It was renamed the 3rd Ukrainian Front on October 20, 1943.

So what would be the conditions for that? You can't build new HQs




erikbengtsson -> RE: Conditionals triggers for HQ removal/renaming (5/26/2021 9:49:26 PM)

Wouldn't the simple solution to this be that the names of HQ's are editable (like they are in the editor)?

As a Soviet player would love to be able to rename Fronts, and to a certain extent Armies (creating named Cavalry-Mechanized Groups for example), and as a German player I could create temporary Kampfgruppen with the name of their commander.




Slush -> RE: Conditionals triggers for HQ removal/renaming (5/27/2021 7:19:34 AM)




quote:

ORIGINAL: Slush

Hi

I'm playing the Soviets in the 1941 GC vs Axis AI.

The Fascists hordes never managed to break my defensive lines guarding Crimea. But still, at the date Sevastopol historically fell, the heroic Crimean front gets dissolved. I also had a Voronezh front pop up even though the front was far to the west, and the Southern front got renamed to Stalingrad front, even though Stalingrad in my game is a quiet backwater.

Wouldn't it make for a better and more believable game, if there where conditional triggers for these changes?

Rgds.

quote:

And when people play to never trigger those conditions?


What do you mean? You simply set up triggers for all likely scenarios and revert to default for the less likely. It's not difficult.

quote:

As far as names go, why does it matter the name? Corps HQs can become Army HQs. Front HQs get name changes. The latter doesn't change anything.


You could of course argue, that unit names don't matter. But to me they do. It's an immersion thing. I'm sure the people, who mostly play Axis, wouldn't really like it if, say, all SS division simply were renamed to "Default SS divions 1".


quote:

For example, Southwestern Front was disbanded in July 42 and its forces split between Stalingrad and Southern Fronts. The Front was reformed from reserve armies on October 22, 1942. It was renamed the 3rd Ukrainian Front on October 20, 1943.

So what would be the conditions for that? You can't build new HQs


You would model those on the historical events that lead to those decisions. If those conditions are not met in the game, you would either keep HQ's as they are, or you would reorganize according to game conditions. It's quite easy to plan and code.






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