A_B -> (11/2/2001 1:10:00 AM)
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quote:
Originally posted by darroch:
Thus, by battle 16 (June 1942), the core force, at full-strength, is probably 30-40 tanks, 30-40 infantry squads, 8 x ATG, 8 x AA, 8 x mortar and various transport and support units. Experience levels will tend to run about 33% elite and the rest mostly veteran with some good (plus whatever replacements have shown up).
How is this for a way to handle upgrades; rather than strict limits, have a mandated section of the core, inf./med tanks/AA guns, which reflect a realistice force composition, and if a player can achieve the prescibed level when rebuilding, they can then get hvy tanks/flame tanks, etc.
just a thought.
The other way that all of the play balancing is handled is through the 'operational' format. medium player just won't be able to achieve complete breakthroughs (as simulated by playing all of the battles of an operation), and a major set back is manageable (ie; you are not on a glide path to eventual defeat)because you skip to the next operation and get the same available points. The great player doesnt' get to build the massivly bigger core, they just get to play more battles, and in the process accumulate many more 'points'. also helps the replay value.
quote:
This does not reflect a lot of upgraded trucks which is a pet peeve for many folks. We might consider eliminating trucks from the core force completely and providing them as AUX just like the Stalingrad scenario does...upgrading trucks to T-34s will definitely skew the playbalance but is easily done and impossible to prevent. Cheers[/QB]
Well, the whole idea of the trucks was to upgrade them to T34's. The core force starts as a battalion of mech inf. with trucks, but ends as a inf. battalion and a tank battalion (plus attachments). In a regular campaign, i usually buy some trucks & scouts for just this purpose. Does anyone else do this?
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