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Questions for Hubert.


von Murrin

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OK, *deep breath* here goes:

What do those little experience medals on the unit info bars mean? Are they just graphic symbols for a numerical value?

What do the command ratings for the various leaders mean? Is it similar to the aforementioned unit experience ratings?

What about the numbers over the port, resource, and factories? I don't even have a guess here.

The research tables look a lot like the system for A3R/RS. If so, that's a really good thing. Is this anywhere near accurate?

Does intelligence include elements of espionage, cryptography, and cryptanalysis, or just 1 or 2 of the three?

Any chance you could elaborate on diplomacy, or is that a state secret until release? tongue.gif

I'd also like to know how strategic warfare works, if possible. smile.gif

And last, but not least, how much control does the scenario editor give? Can I, for instance, create a historical '39 start but with a strong German navy, or an Italian strike fleet complete with CV's?

Kind of demanding, aren't I? :D I'll justify it by stating that I'm seriously interested, as I've been waiting for a game like this for a very long time!

Any answers (even no) to any or all of the above questions would be appreciated.

Nathanael

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Can cutoff forces be supplied by air?

Will paratroop drops be implimented?

With the naval forces, can they be controlled or will they work in the background reducing enemy production points?

I see some infantry icons have only one soldier figure, why is that?

Is it possible to build fortifications?

Can HQ's be allocated different supply level's to simulate offensive/defensive situations?

Are the units tough in that they will deteriate through combat or do they just dissapear when beaten in a combat, and do they recoil?

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Hi guys!

OK I'll try and answer as many of these questions as I can.

Correct the experience medals are just a graphical representation of a numerical value, basically experience is alotted for attack and defence, but will be reduced any time a unit is reinforced... simulating green replacements etc.

HQ's will not only act as supply wagons (refer to the Few Questions threat) but their command ratings are essential for determining a unit's readiness in the field. The higher an HQ's command rating, the higher the readiness of all units attached to that specified commander. As a bonus, HQ's also get experience from combat with respect to unit's under their command. The better attached units do, the higher the experience for HQ's will become, do poorly in the field and your HQ's experience value will drop. How does an HQ's experience transcend to units under its command you ask? smile.gif Great question! An HQ's exeperience also transcends as a combat morale bonus to units under its command as well added on top of a unit's readiness. So this gives you the opportunity to reorganize HQ's that have done well in the field to help out areas in need of stronger command etc.

The numbers over the ports refer to the operational efficiency of these resources. These can be bombed and damaged and will not only affect your overall production capactiy but will also affect unit's supplied by them. I go into a little more detail on the supply aspect in the Few Questions thread if you want to check that one out

For diplomacy in general there are declarations of war as you would expect, and there are options to control the entry of the Axis and Allied major and minor countries (i.e. neutral, random, historical) as well as in game mechanisms that control when and where countries like USSR, US, Italy and various minors get involved, i.e. you will have to balance your game play between over aggresive play vs. being too passive. Both types of play may be rewarded depending on how you look at things, but you have to expect to pay certain prices kind of thing

The scenario editor is fully featured, it will be identical to the one I am using except scenarios will be flagged custom built scenarios.

Good point will consider that for Hitler

As of right now cutoff units cannot be supplied by air and there are no paratroop units, but naval units are fully featured (no background activity I'm happy to say :D ) with full naval battles including diving subs, shore bombardments against cities, ports, and even land units. There is also unit transports that can be protected with escorts and so on!

Units do deteriorate through combat and even explode when destroyed!

Hope that answers the major questions, btw I should be posting a FAQ questions guide soon to hopefully answer all and more of these!

Hubert

[ April 19, 2002, 11:01 AM: Message edited by: Hubert Cater ]

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Wow, I HAD to get off my duff on seeing this, and post!

This really looks interesting, and I wish it was out yesterday!

Quick question: Will there be provision for random historical events? I'm thinking back to a game (can't remember which one) that had "Hitler Directives", which would keep the Axis player on his toes.

I know the Axis player should be the one to control his/her destiny, but this made that game all the more interesting. You could always have them as optional rules.

Looking forward to it!

Aloid :D

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This is definitely the most informative thread around yet! smile.gif

Hubert, could you elaborate a bit more on diplomacy? E.g. will the option "historical" thwart any chances of Spain being "impressed" enough by the conquest of France to join the Axis etc.? I remember that in CoS one gained "prestige points" with which one could "press" a neutral country to shift its level of alignement into one´s favor. Is this - or something similar - implemented in Strategic Command, too?

Straha

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This type of diplomacy is modelled mostly by your actions and or success on the field. Two hypothetical situations that have been included are the inclusion of either Spain or even Turkey joining the Axis. Without giving all the secrets away ;) , these types of automatic alliances will depend on how you deal with their areas of influence as well as the major powers that threaten them. Bring certain countries to their knees quickly and you may have some friends you never realized you had! Of course this is only possible with the Axis/Allied Minors political option set to 'Random'

Sorry about the airborne guys, unfortunatly there is always something missed :( but I have been taking note and listed all of these suggestions for a possible SC2

HQ's automatically influence the nearest units up to their limit(5) and up to their range(5 hexes). Also when you click on an HQ it automatically highlights the attached units.

Edit: Here's a link for a screen shot that shows this relationship, it was a little too big (160K) to embed :eek:

http://www.battlefront.com/products/worldwar/stratcom/images/hq.gif

[ April 22, 2002, 12:35 AM: Message edited by: Hubert Cater ]

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Originally posted by Hubert Cater:

Hi guys!

As of right now cutoff units cannot be supplied by air and there are no paratroop units,

Hubert

Is this due to scale or is it just not a feature that can make it inot release (so moving an army group overthe channel will include airborne and air landing troops in abstract as well as the sea invasion)?

[ April 21, 2002, 01:49 AM: Message edited by: Compassion ]

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Just saw the announcements for SC and it looks great. But ... no airborne?? Crete, Sicily, Normandy, and Market-Garden may have to wait until SC2?? This REALLY needs to be reconsidered before the game goes on sale. It can't be that difficult to include airborne invasions upfront, since I assume seaborne invasion routines are already included in the game code. (They are, aren't they?) I'm wondering what else might be missing and I don't want to find out the hard way after paying for it.

Also, I didn't see if the unit icons can be selected to standard military symbols, or if we're stuck with cute soldier and tank pics. A traditional display without eye-candy graphics and sound effects is fine. At least provided as an optional setting. Other than that, I'm looking forward to the demo. Thanks for finally making a WWII grand strategy game that looks decent!

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About not having air units...

My thinking is that the 60km hexes and the fact they use Korps instead of individual divisions like in "War in Europe" prevents them from using air dropped divisions very well.

Since your dealing with about 40,000 men (about 4 divisions) at the Korp level (unless your doing 80,000-100,000 per Korp which Soviets might even have more than that) the air drops would rather be negliable on a large scale...

However like Market garden there can be no Crete air drops and other things like that :(

If they did a 20km hex at a larger scale and did invidual division that maybe use...

Personally I can only hope for a game that does numbers by individual men instead of this Korp is at 100% strength or 40% strength and what type of weapons they have and the exact number of tanks etc etc.

But still looks like a good strategic game none the less..

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Airborne corps units worked fine in Third Reich at this scale. If you can load an infantry corps in port onto naval transport and select a target hex for seaborne invasion, you should be able to load an airborne corps at an airbase onto air transport and select a target hex. It should be the same basic algorithm in the game code and shouldn't be difficult to implement. Ditto for naval and air resupply capability, which I assume is addressed in SC. This is simply a fundamental feature for a WWII strategy game and should be included.

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Agree with Bill Macon. The scale of the hexes is big enoug that stacking limits shouldn't be a limitation. An Airborne corps unit should be able to project from an airbase up to it's flight limit (say... 6? 8? hexes? something like that?) to participate in any offensive (and suffer the consequences if it's dropped behind the lines and the ground units don't make the linkup).

As to Funker Vertinox's point, The value of an Airborne Corps isn't it's intrisic combat value (though at a lower scale is impressive man for man). The valus is in the ability to disrupt the enemy on a large scale. Dropping on a battle the air unit can add it's combat power to the battle... dropping behind, it just might not only be able to add some fire power, but also maybe disrupt communicaitons and supply for the unit being attacked.

Hope that Airborne units make it into an expansion as it would really spice things up.

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I'm still looking forward to this game, but I'm majorly bummed about the lack of Airborne! :( From the moment I heard about this game I've had visions of a Market Garden scenario in my head...

Overall, Airborne will be sorely missed. PLEASE consider adding them, either for release or for an early patch! Please?

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Lack of airborne isn't a game breaker for me. I'd guess there was not more than one major operation on average per year of the war and more than one was a disaster. It would have been nice chrome to add but not having them isn't a big deal IMO.

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I don't care about the airborne either, plus this is on a much bigger scale, so it's abstract by the armies and coprs units. This scale is way to big for airborne units.

If the hexes were smaller, 20km a hex, and we had smaller units, down to divisions, yes AirBorn would be possible, but not in this scale.

And if we did, they would have to have a strength of only 5 points imo. Because lifting up a whole coprs would not be so easy, so a 5 strength coprs could be as a airborn unit.

I can't wait for the demo.

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