ruxius
Posts: 909
Joined: 5/5/2000 From: ITALY Status: offline
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Well..talking about this is the first positive approach to the problem...
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Offensive and defensive counter-air just don't "fit" in the ethos of the game, namely that one-the player(s) is a battalion/company commander, and is making the decisions at that level of TACTICAL combat to complete the given mission.
True and false...Actually SPWAW is based on this level..but larger available maps added with new types of maps (maps for air or naval combat) belong to SPWAW extension (always remember I am talking about CL) not to the actual SPWAW ! Improving the AI for commanding player's platoons will open the roleplay also to a battalion level.. Let me say again I am talking about COHEXISTANCE and INTERACTION of the two levels ! This means you can play BAttalion level using AI to control some platoons , commanding manually some other platoons with large maps..but you also can STILL play squad level with reduced maps and less units WITHIN the same SPWAW game if you like ! so anyone can choose and play its favourite level of playing !
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Game-wise this would be an unplayable monster, with either endless turns as one allocates available air/naval resources, moves and fights ground units, and in general runs an operational-level campaign, or would have vanilla air/naval ops rules which would satisfy neither those against such chrome (like myself) nor those who wanted it.
simply choose a small map and few units and you will be happy..choose a ground scenery and you will be happy twice..Actual SPWAW is very flexible about this issue..but why denying such a monster player to exist ?
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This game and CL for that matter are scoped to simulate GROUND, primarily ARMORED combat.
In fact I am talking about extending it ..becuase WWII was not only that...and if I would like to design a complete campaign I have to cut many episodes..if you don't like this why adversing it ? you are not changed your old environment ! Actual SPWAW campaign are obviously limited...especially the long campaigns..just think to how approximated could be a minor nation long campaign !
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Orchestrating ground,air and naval ops is an interesting problem, but at a different level of conflict than SP is designed to portray.
I answer to this with an example at the opposite edge..get rid of any aircraft...paratroopers and infiltrators ,bomber levels ..do you think SPWAW is better now ? The animation of the aircraft entering into the battlefield is one of the most exciting parts of SPWAW ..I love it.. I would like to see in Combat Leader many and many more of these animations..very cool seeing a paratrooper squad being dropped..I discussed a lot for a major viewing of the level bombers..
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More than this remember than FIGHTER COVER ARE ALMREADY IN THE GAME, it is abstracted and you wont seen them fight but they will fight anyway and reduce air sortie avaliable to your opponent.
Think to this..in reality we will not need the animation of the aircraft entering the battlefield..we could easily manage it like the fast artillery concept..but how nicer is it with the animation ? it's about this concept that I am struggling ! Air superiority can be summarized by some calcualtions and we will see only the numerical results..or we can have an animation showing its progress.... that's extending..
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About me being closeminded and refuseing to open my favorite game to new theater, my oh my...
sorry mister..it was not a personal attack..but when you say 'things are not possible' practically you cut off any way to introduce that new feature..you have good reasons..what I ask to all of you is to find a way to make these extensions! and make them compatible with the game concept..this is not anymore °impossible° but difficult !
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SPWAW is a tactical WWII ground fight. As a tactical ground simulation it have a peculiar scale. This scale is well suited for ground operation.
True and false..so it was born...now it can grow up if only we find a way to arrange extensions...
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I remind you the scale : 1 Hex = 50 yrds, 1 turn= 5 minutes, 1 tank =1 tank , 1 squad = 10 to 18 man. It is one of the more basic and detailled infantery battle scale.
I don't mean to change the scale..but you know...larger maps can be available for ground combat..aero-naval necessarily needs new scales.. when I say interacting between naval and ground realities it may simply mean that you have a naval convoy where your units are loaded (like trucks) but they do not take part of the combat except for the fact that you protect them from enemy planes attacking the convoy.. that way you do not care anymore about the units scale...men can you see how many ecxciting animations can be introduced if we find a way ? Simplify the interactions..1-open naval operation 2-beach assault..3-air combat..4-air intercepting.. with your core units !!!!!! How many new scenarios.. Aeronaval are not to be intended as core units itself (except some fighters as support points...)(I have already talked about this..)but mainly as support units to be used in special contexts...
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Ships : 1 Hex= 50 yrds ?? realy cumbersome as a lot of ships have more than 1 hex long length. Far more cumbersome is the fact that common ship battle are fight from 5 to 25 km away for Canon fight and more than 300 for air operation.
right observation...but can you see how much you limit yourself according to the size hex parameter ? this limitations expires as soon as three kind of maps..air map , naval map , ground map..are allowed...
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Obviously the scale will be 1 ship = 1 ship.
In effect one problem raises when on beach assault ships coexist in the map with tanks and infantries..that way scale is a big limitation.. (I am still reflecting about the ammocarrier shp files which overflows from the hex...) But I can't think to everything..that's why I am asking to you how to design these extensions ! How can we represent the Navy fleet at Alexandria port ? and the italian MAS incursori trying to get them exploded ? you can call these scenarios you will never see nowadays.. If your answer is exit SPWAW and play another game..sorry let me say I see some conservative stance here...
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Planes: I got several airplane simulation and to make this already ong story short here is the conclusion if you wnat to add dogfight to SPWAW you will have to put special phases for planes to be somewhat realistic.
I have already suggested some animations to be added to the current one of the classical aircraft ground attack..brief example..I suggested the introduction of new classes of aircrafts..I will talk to you about so called Interceptors : You buy (if available)(previously checked the air superiority factor) some interceptors.. you then assign them some turns of patrolling (say turn5-8) that means that they are avaialble for that battle only during that turns..(common rules for artillery avaibility could be applied here) If ever the enemy will decide a traditional ground attack within that range a new animation will interact to the classical one ...showing the interceptor (one to one ) entering the battlefield and trying to attack the first plane like AA will do .. If ever you will be so lucky to taste it I am sure you will never agree to remove it !
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I mean that 1 inf/ship gameturn = 30 airplane gameturn. You will also have to design a speed tracking device and an altitude one too , add the maneuvers, connect the on map AA defense to the air play ( hum did my 20 mm fire on land or did it fire on the plane in one of their 30 turns ? how many time a turn ?
YES !!!! when extending ,necessarily you have to introduce new parameters..Combat Leader necessarily EXTENDS to be a new game..on the contrary it wouldn't be called with a different name !
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In sort you will have to design a totally new game and find a way to mix it with the current SPWAW game engine. Good luck...
That's what is happening with CL..the more you are able to design an extension which is compatible with SPWAW and the more it's easy that it will be implemented..!
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Or you can simply use and enjoy SPWAW as it is now with his planes and ships as they are , and go to other paying simulation for the others aspect.
sorry , but I strongly adverse this stance for one simple reason...actual SPWAW does not follow this tendency..if you come from SP1 you can't forget that extensions brought to you the actual SPWAW..they DARED and YOU NOW ENJOY that spirit of challenging..static vision would never had brought SPWAW to us..remember this !
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PErsonnaly I recommand Achtung Spitfire/OTR for air tactical combat ( AIRFORCE/DAUTNLESS in board game )
That game is the best air combat simulation that can be re-arranged for SPWAW ..excellent way to manage air battles in a top'down view...it only needs an addiction for height..but the approximation is really interesting...it is so similar to SPWAW concept that I am sad they didn't find a common way to exist..also navals can be inspired from that...
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and Carriers at war for ship combat. Or you can wait for Uncommon valor to be out to have an operationnal but with deep tactical detail simulation on hand.
I don't know about this game..but your reference to Achtung Spitfire was so nice that I will investigate about it !
Extending SPWAW to aeronaval for more complete campaigns...that's my dream..a turn-based squad/battalion level ,SPWAW-engine aeronaval extended game!..Matrix needs time and I understand this point ..but call me a visonary..I think that will be the final evolution for Combat Leader...
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my closing sentence of today: " Sometimes when a thing did not exist it is simply because it cannot exist."
or sometimes you simply didn't think at it...
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In my opinion "air combat" should be implemented in SPWaW as some sort of abstract "Air Superiority" points, that could be purchased the same way mines are.
To me it's equal to vote for a button called Fast Ground Attack ON/OFF ..you don't see any aircraft..but only the result of the bombing..too poor for my opinion...
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Having player-controlled fighters in the game isn't such a great idea.
opinable,anyway I don't ask necessarily a human control..as my example of Interceptors shows..
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If a nation had weak airforce (late-war Germany, for example) then the same amount of "Air Superiority" points would cost much more than for a nation with strong air forces.
You can bring this theory to its limit and assert that you don't need to play SPWAW..you purchase your units..,you press the battle button and then you wait for the final statistics...why playing all the battle ? just simulate it..you may understand what I mean behind my stupid example of radicalism .. Instead we have the concept of animation..why preventing ourself from enhancing that feature ? It seems you are not prepared to appreciate any new idea that may come...
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What they could do to solve the problem of on screen air combat is to allow the player to purchase fighter aircraft and assign them roles. So you could use your fighter to strafe, escort your bomber or fly a intercept mission. The last type should reduce the chances of enemy bombers coming through, the escorts can help the bombers getting through.
Great ! I have already spoken about three new roles for aircrafts..according to spwaw engine... your mind is opened to positively investing on extendibility
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If you combine this with rarity for planes, it will give a realistic idea, with air combat taking place around you and less and more likely success of airstrikes based on theathre and year. The occasional 'enemy bomber downed' would be a huge morale boost! even though you'd never see interceptor nor bomber
or seeing AI dedicated animations..I can't believe you do not like to see the aircraft bombing an hex and the interacting of the AA fire so why you don't want to explore new possibilities here ?
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The same method could be applied to artillery where some guns should be able to be marked dedicated counter battery and maybe even allow for a spotter plane (off map) that improves their accuracy
Right..infiltrators taught that a pop-up box can be opened and manage the new feature...I also suggested a role for buildings..with parameters..
I study computer science..you know...money is also invested in theoretical research... periodically practical implementations realize what theory discovered... Not depending on what will be really implemented here we have a big opportunity..to be scientists of SPWAW...Matrix has the technical resources togive implementation to theory sometimes..depending on their needs...but we must provide that theory !
SO first of all we MUST invest in free innovative ideas !
Thank you for so long attention !
[ October 17, 2001: Message edited by: ruxius ]
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Italian Soldier,German Discipline!
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