Hunter63
Posts: 28
Joined: 6/14/2016 Status: offline
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quote:
ORIGINAL: Bletchley_Geek Just to share a few thoughts following up my posts a couple pages back, after having played a bit more of the latest versions of WitW: * The logistics and combat engine are now speaking to each other more clearly, and you get quite a fair bit of feedback. The Torch to Tunisia campaign is a very good testbed for that. Certainly, Lybia is much more bare than Russia west of the Urals, but having limited communications and a much bigger density of forces (like 10 times more) *should* put quite a brake on the tempo of offensive operations, unless significant planning is done and preparation is conducted. I also liked a lot having to make choices of who was getting priority with supplies - there was a real sense of scarcity! * With the above in place, then certainly, having shorter turns matters less. WitE was a quite deep game, and WitW (and by extension WitE2) will be an even deeper game. * The distribution of combat results is way, way less extreme. Or perhaps that's because the experience/morale levels are more even? * Routing seems to be less extreme as well. * I think that ground combat assumes that the defending player wants to defend very badly any terrain their units are sitting on. Perhaps having a setting that allows the player to set the behaviour of his units in such a way that these would attempt to break contact when facing crazy odds would be a good thing. The losses tolerance threshold of TOAW is perhaps a model for such a thing. This would go a long way to dispel concerns about the ability of the defending player to setup an elastic defense. Of course, there needs to be a chance that by trying to retreat things get "worse" for the defender - that's why elastic defense requires well trained and organised forces. Just that for now. I am quite impressed by the current state of WitW, even if there's still stuff I don't really understand regarding air operations. Seeing you are compairing "WitE was a quite deep game, and WitW (and by extension WitE2) will be an even deeper game".and I have some exp playing Pelton in PBeM games stress testing WitW logistics,air and combat systems I can say * WitW logistics system from what I have seen on forums and can compare to playing many hours vs Pelton - Pelton has dug much deeper then anyone by allot. I very much look forward to playing 2.0 after learning what I have during my beat downs as Germany vs the Pelton's allied horde. I like your idea about unit behavior, but think it not likely as this will really bog down the AI. WitW was very laggy aka slow, but has improved. We are talking many more units, supplies, trucks, trains, planes ect ect with 2.0 I would hate to be programming that. 1 bad line in 10,000 can cause many issues or snowball chains - many turns/years later. I can see why it will take a few yrs to just get the first 12 months to run to say nothing of a full 4 yrs. Massive project to say the least. Good Luck 2by3 and best wishes.
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