Jump to content

Guanoman

Members
  • Posts

    20
  • Joined

  • Last visited

    Never

Everything posted by Guanoman

  1. I think that an inherent problem with the current system of allowing units to be transported with a cost of 10% (or whatever it is) of their MPP gives Germany an unrealistic chance at a successful Sealion or invasion of the USA. The current system allows the entire German army to take to the seas in one turn, say after the fall of France with the plundered MPPs. Clash of Steel solved this problem by using transport units. Strategic Command has no such limitation, other than MPPs. I'd suggest that there be an abstracted "Transport Capacity" number, which would be the maximum number of units in transport mode at any time. By using MPPs, you could increase this number over time, maybe one or two per turn. Germany could start off with a capacity of a fairly low number, say two or three (or whatever is appropriate). My two cents....
  2. I think the real problems are that: 1) Italy starts out with $0, so can't even rebuild the losses she suffers on a surprise invasion; 2) Italy can't exercise any discretion in the setup of her forces; leading to 3) The Allies can easily cut off Rome by ground from Northern Italy (and more importantly, Germany) which prevents any operational movement to reinforce Rome. And I tried this "sneak attack" again last night, but with only British forces. It was very easy. I didn't manage it in one turn, it took two. But that wasn't much of a factor, since no Germans could move to Rome and Italy didn't have any money. There are a few potential solutions: 1) allow the player/computer to set up the forces with the knowledge of what is going on around him; or 2) limit declarations of war to only happen at the end of the turn (perhaps allowing these "surprise" declarations with a heavy diplomatic penalty). So there are a few possible fixes.
  3. I also like the 5-9-12-14-15% idea. And as I recall, in Clash of Steel you had to double the investment for each additional chance, so it took one research point for one level of research intensity, three for level two intensity (one plus two), seven for level three (one plus two plus four), etc.
  4. I also was wondering about the wisdom of allowing a declaration of war at any point in your turn. In my opinion, after you click end turn, there should be another box that pops up and asks if you have any declarations of war. This means the other countries would be able to react before you attacked them. Further, some may say they like the ability to launch surprise attacks like this, so declarations of war DURING the turn would be allowed, but with severe political penalties. Thus, the only programming changes needed would be to give a penalty for in-turn declarations of war, add another declaration of war phase AFTER the end-turn button has been pressed, and adjust the AI to compensate (probably the hardest part).
  5. I think that isolated cities (cities that can't trace supply to another city in the home country) should have their supply level halved. This would not allow units to hole up in cities and would encourage a more blitzkrieg-style combat, with large encirclements, etc. Of course, this is probably all too late for the initial release, but how about the first patch?
  6. The point about rebuilding encircled units deserves more attention. I think that isolated cities (cities that can't trace supply to another city in the home country) should have their supply level halved. This would not allow units to hole up in cities and would encourage a more blitzkrieg-style combat, with large encirclements, etc. Of course, this is probably all too late for the initial release, but how about the first patch?
  7. Actually, I may be mistaken about whether points for resources or cities are earned if out of supply. Does anyone know off the top of your head?
  8. Do cities and resource hexes give you points even if that city/resource hex is out of supply? So, for example, if Germany controls both Norwegian ports and the Brits land a corps there that takes control of the resource space in Norway, will the Brits get the points for the resource space even if they don't have a port to ship the resources? I would agree that the Germans obviously should not get the points since they don't have the resource space anymore, but I also think the Brits shouldn't get the points either since they can't ship the resources.
  9. Hubert, how about giving cities, ports, etc., a spotting range (unless they already have one) so they could see enemy units. I'd suggest one or two for the range.
  10. Agreed 110%. I knew there was something that I'd forgotten to ask about, and this is it. There really should be some sort of replay feature to just see the attacks, and maybe movement that is visible.
  11. I think the main problem that makes subs (and fleets in general) too easy to find (but probably only by human opponents) is that a human can take two ships into the North Atlantic and move one in a pinwheel until he makes surprise contact with the sub or enemy fleet. If he doesn't find the enemy on one move, he simply cancels the current move and does it again in a slightly different direction. I would propose making naval moves final, and that once you've moved your ship you can't cancel the move. It seems like a simple way to make submarines MUCH more effective, and would lead to a more exciting naval war. Also, it would make the computer AI more similar to human players, since I doubt the computer takes advantage of the ability to cancel moves.
  12. Hubert, I checked it out, and it seems that the spotting ranges for ships is reduced by one, but for air units it is still the same (ie, the air fleets spot subs at five hexes and bombers at six. Just FYI.
  13. I am in the camp that says partisans should not be able to move into or attack into a country outside their national borders.
  14. Hubert, Ever thought about reducing the spotting range TO subs by one? So, for example, bombers could spot a sub at 5 instead of 6, carriers at 2 instead of 3, etc.
  15. I was wondering about the French surrender rules. It seems right now that if French units move to British soil that the French units become Free-French automatically when France falls. Has anyone else experienced this?
  16. Weather effects are something I would like to see also. I don't know whether they are not there at all, or I just can't see them. Clash of Steel used a neat system where there were several weather zones, and the color of the terrain would change depending on whether it was good, mud, or snow. Movement, combat, etc., were also drastically affected.
  17. How about an option that would show expected losses for both sides when the target cursor is moved over the target? Panzer General had this, and it was quite useful. Obviously, hidden interceptors and luck could change the outcome, but it would give some sort of idea what to expect. Some folks wouldn't like this, since it would detract some from the "fog-of-war," but I'll bet most would like it, and it probably wouldn't be too hard to implement. The demo looks great, BTW.
  18. Hubert, Why is there no retreat or advance as a result of combat? Also, why not allow units that attack to move afterwards? Finally, how about making some sort of assault feature so that multiple units could attack together?
  19. I'd suggest expanding the pre-game options for diplomacy. Instead of the historical/random settings, also have a setting to allow the player to exercise diplomatic options (via points or whatever, maybe similar to Clash of Steel or Advanced Third Reich). That way, players can play the diplomatic game if they want, or not.
  20. I had the same problem on the demo I'm playing (V1.2). The Logitech mouse drivers I was using locked up the game at start. I then removed those drivers and installed the Win98 PS2 default drivers. I set the arrow to Windows (Extra Large), and noticed the mouse would disappear sometimes, but that problem was solved by simply Escaping (or ALT-Tabbing) out then back into the game. So I then went back to the standard mouse cursor, normal size (small), and haven't had any problems with the demo since.
×
×
  • Create New...