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RE: Two questions - 5/5/2008 9:19:26 AM   
Gregor_SSG


Posts: 681
Joined: 3/6/2003
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quote:

ORIGINAL: tucson3217

I have enjoyed all the SSG games and will buy this one-I do wish that more scenarios could be made, a professional quality scenario with perhaps new units or unit art would be fantastic--and I would be willing to pay quite a bit to have these. I think if you develop one flexible system that you could make a bit of money and have many happy customers buy applying updates to the engine, art and scenarios. I think you might be surprised how much people might pay for these types of things-and for whatever reason we customers tend to be more accepting of small but requested improvements to an existing engine (even if we pay for it) than we seem to be of a new game design.

I think the reason for this is because it makes the customer feel that they are being listened to. Even if their requested fix was not applied right away, the fact that the game was being worked on and designed and tweaked and improved makes the customer excited and feel appreciated. I, for one, think the AO improvement itself looks quite genius, and I am very excited by the strategic possibilities it may open up, and how it might improve the sense of purpose during each move- and even total game immersion.

Ok, I have a couple of questions about the new game:

1) I liked the artillery system in battlefront better than in the previous games. however, I did not like the fact that they artillery ended up being a indirect fire anti-tank weapon. I think it may not have been how the system was intended to be used, and am pretty certain that is not how it was ever used in war. I am wondering if this has been addressed in some manner in this new engine? Or is the artillery back to the way it was in the older games? I would like to see the system in battlefront with some tweaks to make artillery perform in a more historical fashion.

2) I assume the 4k hexes means the direct fire system has changed? I did try and read the blurb about the new direct fire rules, but I guess I did not quite understand how tanks, armor and AT guns and effects will be used--it seems like it may be a mesh between the older games and battlefront? I am not sure though. Another question about direct fire weapons-could a sce. designer make smaller hexes and add ranged direct fire to the game system?

3) I was looking at the new battlefront sce. being currently in designed on the Run5 forums. It looks beautiful. I was wondering if the same sort of graphic tweaks might be included as a possible variant in the new game engine? Or make something like this downloadable? I think an easy upgrade like this would make people quite pleased--I know I would enjoy it. While I can tell the difference between a PZ IV and PZ III from their shawdos/outlines such as they are, the unit art in the following examples are much more fulfilling and would increase game play for me a lot. I think the following art is ported from the 'Volcano Man' Art upgrades he makes for HPS games-so I am not certain if the exact art could be included or made available. Maybe you could ask him? Or if that is not an option, maybe something similar might be made available?

I am looking forward to this release. I hope others will give it a chance as well-I am guessing it will be quite good. I also see the point of some of the complaints however; so perhaps a bit more attention to after release value added features and game play might be considered?

I think everybody would be happy with that scenario-there are very few quality computer war game designers left (board war games OTOH seem to be making an amazing comeback both in quality of components, playability and popularity).

It would be quite tragic if a very talented and experienced designer/developer quit making games not because the games were of low quality, but because the customers and designers had a sort of falling out due to a misunderstanding of desires and intent.

I really do not think customers and developers are that far apart-it seems we all want the same basic things, but that due to some possibly fumbled communications and maybe even some bad market choices there is a bit of mistrust built up.

I honestly don't think there is any huge gap created though-I think SSG has earned some more patience on our part based on a long track record of quality games. I think some of their new ideas sound very promising-real and innovative change is not coming from many places in computer war gaming, and SSG does attempt to add significant and creative game designs. Designs that seem to take advantage of what computers offer, not just simple board game ports. For instance, the AO design? That would be hard to try and design in a board game (I realize MMP-and maybe others as well- has a sort of similar concept in their TCS games with the written orders, but some consider it too awkward. I happen to like it, but anyway...)

Having said all that, I do think the designers owe it to the customers to add more value to their future releases (such as they have done in the past). Perhaps an engine that is more flexible and open to engine upgrades and mods? Or maybe mods and tweaks for graphics or backwards compatibility etc. W/O that, at least some quality scenarios, content and additions should be given to each release before moving on to the next design.





Thanks for the considered comments. As I've said elsewhere, this design will be used for our next game as well, so we hope that this will give people some confidence in the stability of the system and our desire to support it.

The answers to your specific questions are as follows:

1. Artillery is a sort of anti-everything system. Used in the attack it causes step losses and induces retreats. It is not specifically used in the defence except that artillery units tend to have good Direct Defence chances, so if assaulted they can cause extra step losses to the attacker (as they could in Battlefront). I don't really understand the anti-armour part of the question since artillery only ever targets a hex rather than specific units.

2. The Direct Attack system has changed from Battlefront. In BF you had to chose between using armour units from 1 hex away to fire on eligible targets, and forgo their use in Close Combat, or just chuck them into the Close Combat and forget about the Direct Fire.

The system is now caused Direct Attack because armoured units can cause extra casualties to eligible units (basically anybody not entrenched) in the defending stack as part of a Close Combat. Since you get one dice roll per hex side attacked from, it pays to have your tanks attack from as many directions as possible.

The interaction between Tank Attack, and Tank or Anti-Tank defence factors is a separate system and remains as it was in BF and operates just to modify the dice roll on the CRT. Its essence is to reward you if you have better quality tanks than the defender's anti tank defences and penalise you if it is worse.

The old style Direct Fire can't be resurrected but despite the long explanation, the new system is in fact simpler and easier to use.

3. The graphics in the games are just bitmaps, it doesn't take an engine tweak to change them, just different artwork. I'll have a look at the examples you are talking about.

I would hope that we have earned some of the patience that you talk about, given our long history. For instance, we did a great deal of work and added the Mystery Variants to Carriers at War, which greatly increased playability, even though it probably wouldn't have resulted in a single extra sale.

If I could make one philosophical comment applicable to this whole discussion it would be this: everything we want to do takes time, a long time, and there's only a few of us to do the work. With Kharkov, I'm absolutely convinced that we have got the basics totally right. It's a very exciting game, and the Mystery Variants add great replayability, especially to PBEM games. It will be great value for money and will only get better.

Gregor

_____________________________

Vice President, Strategic Studies Group
See http://www.ssg.com.au and http://www.ssg.com.au/forums/
for info and free scenarios.

(in reply to tucson3217)
Post #: 31
RE: Two questions - 5/5/2008 10:27:55 AM   
tucson3217

 

Posts: 13
Joined: 2/15/2007
Status: offline
quote:

ORIGINAL: Gregor_SSG



Thanks for the considered comments. As I've said elsewhere, this design will be used for our next game as well, so we hope that this will give people some confidence in the stability of the system and our desire to support it.

The answers to your specific questions are as follows:

1. Artillery is a sort of anti-everything system. Used in the attack it causes step losses and induces retreats. It is not specifically used in the defence except that artillery units tend to have good Direct Defence chances, so if assaulted they can cause extra step losses to the attacker (as they could in Battlefront). I don't really understand the anti-armour part of the question since artillery only ever targets a hex rather than specific units.

2. The Direct Attack system has changed from Battlefront. In BF you had to chose between using armour units from 1 hex away to fire on eligible targets, and forgo their use in Close Combat, or just chuck them into the Close Combat and forget about the Direct Fire.

The system is now caused Direct Attack because armoured units can cause extra casualties to eligible units (basically anybody not entrenched) in the defending stack as part of a Close Combat. Since you get one dice roll per hex side attacked from, it pays to have your tanks attack from as many directions as possible.

The interaction between Tank Attack, and Tank or Anti-Tank defence factors is a separate system and remains as it was in BF and operates just to modify the dice roll on the CRT. Its essence is to reward you if you have better quality tanks than the defender's anti tank defences and penalise you if it is worse.

The old style Direct Fire can't be resurrected but despite the long explanation, the new system is in fact simpler and easier to use.

3. The graphics in the games are just bitmaps, it doesn't take an engine tweak to change them, just different artwork. I'll have a look at the examples you are talking about.

I would hope that we have earned some of the patience that you talk about, given our long history. For instance, we did a great deal of work and added the Mystery Variants to Carriers at War, which greatly increased playability, even though it probably wouldn't have resulted in a single extra sale.

If I could make one philosophical comment applicable to this whole discussion it would be this: everything we want to do takes time, a long time, and there's only a few of us to do the work. With Kharkov, I'm absolutely convinced that we have got the basics totally right. It's a very exciting game, and the Mystery Variants add great replayability, especially to PBEM games. It will be great value for money and will only get better.

Gregor


Thanks for your response. I realize now that I mentioned two examples and then forgot to supply the links. doh. Perhaps you have found what I was talking about, but just to make it more clear to anybody else who might be reading, here are the examples:

http://signsafrica.co.za/images/Prok/prok_german.jpg

http://signsafrica.co.za/images/Prok/prok_russian.jpg

I guess it sounds like all that would need to be done in this case then is to rename whatever image in the editor? will the image be shrunk to its proper size? In any case, this sounds like it is already somewhat (easily?) doable.

As far as the artillery I was speaking about in BF, my point was just more of how I ended up using it I guess- sort of felt it was a little wrong to be using it in such a manner.

I (and I have heard others comment on this too) would tend to first look for un-entrenched armor units to attack with artillery in BF and only if there were none in range would I go then go after softer targets. If i am remembering correctly the same die roll could eliminate a step of armor just as easily as a step of infantry. Maybe giving the armor a special bonus to endure artillery strikes? It just felt a little funny looking for armor 15 miles away to try and pick off with indirect fire, but maybe I am wrong about this.

Anyway, I am looking forward to this release-when I compare how much entertainment per hour I get from even one well designed scenario or campaign it is still a much better value than most any other type of entertainment I pursue. Even w/ battlefront, I must have played it for more than 150 hours by now, and that is including only finishing half of the Africa and half of the market garden scenarios thus far. I much prefer less but higher quality scenarios with extra features than simply more slightly variant scenarios such as one might find in HPS panzer campaigns. For the most part, despite countless scenarios in Panzer campaigns I only ever play the main campaign game. all the others are just smaller parts of the same it seems-this to me, is not really 'more scenarios', just chopped up parts of the main scenario-which is fine to me, they also provide many hours of entertainment.


< Message edited by tucson3217 -- 5/5/2008 10:31:45 AM >

(in reply to Gregor_SSG)
Post #: 32
RE: Two questions - 5/6/2008 3:49:04 AM   
Gregor_SSG


Posts: 681
Joined: 3/6/2003
Status: offline
If you're picking of armor at 15 miles then that's bad play on someone's part (so I hope its not the AI!). Guys that far behind the lines should always be entrenched and entrenched units are much harder to damage and harder to see in the first place.

In our system, artillery becomes a real killer in two situations.

1. Attacking units have left their entrenchments, concentrated for an attack and advanced into contested ground where they can't entrench. This is the defender's chance to make them pay, and if you have been using your artillery shots prior to this to try and ping off the odd step, then the attacker will feel a lot happier.

Note that if you stack your Panzer regiments, which in Kharkov typically have 2 steps with a nice 4 step infantry regiment you will get yourself another measure of protection anyway.

2. Defending units have suffered a retreat result and are forced from their entrenchments. The attacker may well have had to pour a fair amount of artillery into the hex before the attack to increase the retreat chance, hopefully they have plenty left to exploit this situation.

Note that if the retreating units end up in a hex with a friendly entrenched unit they are much less vulnerable to artillery fire, so defending in depth will be rewarded.

What I like about our artillery system is that it causes casualties when it should and it rewards the careful and patient player who can plan ahead for his own attacks and anticipate his opponents, such that he has the right artillery units in range, dug in so they are less vulnerable to counter-battery fire, and with plenty of bullets for the job. (This isn't really a description of me, but I'm getting closer with practice).

Gregor

_____________________________

Vice President, Strategic Studies Group
See http://www.ssg.com.au and http://www.ssg.com.au/forums/
for info and free scenarios.

(in reply to tucson3217)
Post #: 33
RE: Two questions - 5/6/2008 10:50:19 PM   
Ola Berli


Posts: 133
Joined: 2/7/2005
Status: offline
Gregor,

the problem was in Battlefront in the desert. There it was possibel to quite easy killing off steps of armour or right out killing armour with artillery.
The desert you know have very little cover. Of course digging in armour would help. But I do not think that is how armour should be handled in
desert battles. Battles in desert should be armour swirling affairs.

_____________________________

War does not determine who is right - only who is left.

(in reply to Gregor_SSG)
Post #: 34
RE: Two questions - 5/7/2008 5:37:52 AM   
Duck Doc


Posts: 693
Joined: 6/9/2004
Status: offline
I have wondered about a related issue in Battlefront. In the Gazala battles, for example, the two-step tank companies or squadrons were admixed with the four-step infantry regiments & there was no way to combine the armor into bigger units with more steps. Now, maybe this mix was chosen to try to simulate the historical combat results. However I really didn't like losing so many armored units so easy regardless of what killed them simply because they had only two steps. It was really off-putting for me.

It was an invitation to disaster to leave a single squadron or company on its own because combat usually resulted in the loss of the unit. I made it a habit of keeping the companies stacked together as whole battalions. It makes more sense to my limitied understanding of the historical situation to have the armored units represented as battalions & not anything smaller especially when the infantry units were regimental size.

I hope Kharkov doesn't replicate this situation. From what I can tell Kharkov will be on a regimental scale with independent battalions & this won't be an issue.


(in reply to Ola Berli)
Post #: 35
RE: Two questions - 5/7/2008 10:03:19 AM   
Noakesy

 

Posts: 193
Joined: 5/26/2005
Status: offline

quote:

ORIGINAL: Dale H
It was an invitation to disaster to leave a single squadron or company on its own because combat usually resulted in the loss of the unit. I made it a habit of keeping the companies stacked together as whole battalions. It makes more sense to my limitied understanding of the historical situation to have the armored units represented as battalions & not anything smaller especially when the infantry units were regimental size.


Agreed, this is one of the things that wound me up about BF, all those 2 step armour units that were easily wiped out (2 arty strikes, 1 air strike, 2 direct fire attempts - not unreasonable for them all to be succesful with decent units and you've taken down 5 steps).

(in reply to Duck Doc)
Post #: 36
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