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Yohan

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Posts posted by Yohan

  1. Originally posted by Blashy:

    Iron Ranger.

    In my mod you can "win" as Axis, meaning an Axis victory is holding Berlin and Rome by Aug 31 1945.

    Believe it or not, it is actually more FUN to play it and yet it is also more historical (the Axis just could not have "conquered all").

    It is especially more fun in HvH games. Why? Because the Axis player does not say "I concede" the second he see's all is lost, there is incentive to fight to the end because that is when you "win" by surviving and achieving an armistice.

    Even in my AI games, ALL of them I've gone to the end by date or until both Berlin and Rome were taken before the end date.

    DT, One of their very serious plans was actually massing in Africa and go through Middle East onto the Caucausus, obviously they chose another plan.

    But I do agree that taking Egypt is too easy in the default campaign, it is much better in what I've done but Minor units need to be able to have tech, when/IF that happens I think it will be just about right with what I have.

    In my Mod...Braak Braak

    no need to go on

  2. Originally posted by dicedtomato:

    Where do I start, Desert Dave? There are so many places where SC2 fails as an historical simulation. Here are a few:

    * An abstract naval system where fleets gallop around like panzer divisions.

    * A random tech system where you can go from WWI-era tankettes to medium battle tanks in a few months - or be stuck with 1939 tech in 1943.

    * A strategic movement system where units zip Spain to Moscow in a week.

    * A peculiar economic system where diplomacy and troops use the same currency (MMPs), so France buys chits instead of troops.

    * A logistics system that allows the Axis to romp across the Middle East, Scandinavia and Russia - all within a couple of months.

    * Diplomatic chits that turn diplomacy into a guessing game (Sweden goes pro-Axis by 40 percent, and you didn't have a clue the Axis were pressuring it. Surprise!).

    * A morale feature that demoralizes or elates the Red Army because Tunisia has fallen.

    * Ridiculously overblown air and naval bombardment.

    * Generic force pools with little differentiation (which is why the Italian fleet can fight the Royal Navy on equal terms).

    Many of these flaws are intrinsic to the game. Giving the U.S. a couple of extra armies, or toning down air bombardment, will help a little. But the game is basically strategic Panzer General and its "let's all pile on the bunny" tactics of swarming a target until it's destroyed. That's not going to change (maybe with SC3, but I doubt it). Adding realism band-aids will just complicate the game without tackling the underlying weaknesses. Better just to have fun and get our realism fix with another game.

    Diced Tomato

    Very well said
  3. Originally posted by Blashy:

    </font><blockquote>quote:</font><hr />Originally posted by Lars:

    I don't think that was quite Dice's point, Blashy.

    He's just saying you can't make it something it was never meant to be.

    He's not made one good comment about the game, I think his point is quite clear, he does not like it.

    Try my mod, you'll be surprised at how it is possible to increase this games historical accuracy quite significantly. </font>

  4. Originally posted by Blashy:

    </font><blockquote>quote:</font><hr />Originally posted by Yogi:

    I see no reason we can't have both a great editor and a great game "out of the box".

    Agreed, but I don't see why people are so closed minded they won't even think of trying some improved campaigns or like Dice they think it is impossible for the game to be improved via this way.

    Then again Dice likes nothing about the game so I have no clue what he is still doing here.

    I look forward to futur patches but since I have some tools at my disposal to actually improve gameplay SIGNIFICANTLY and feels more historical (and have the time) I went ahead and did it, has anyone here complaining tried it? I doubt it considering it has less than 30 downloads which is probably 10-12 actual players. </font>

  5. Originally posted by jon_j_rambo:

    Na-Na-Na-Na-Nah, Hey, Hey, Goodbye smile.gif

    Yo, Hans Boobie, CU. You always were a skirt. Fame & Fortune wasn't meant to be for you. Hit the bricks kid.

    "Well, the world needs ditch diggers too" --- Judge in the classic comedy, Caddyshack.

    To quote your favorite US general "Rambutt". "Spank me" or I think that was what he said as his batman took the riding crop to him.

    [ July 09, 2006, 09:19 PM: Message edited by: Yohan ]

  6. I must admit I am quite disappointed to say this but I am done with SC2 even faster than I was done with SC1.

    Issues:

    1) Need too many house rules to make it playable

    2) Luck of the draw on tech still too deciding a factor (yes, not as big an issue with Level 5 Fighters but still way too big an issue)

    3) I thought Diplomacy was going to be an interesting enhancement but is really just a waste of MPPs.

    4) I played SC1 mainly against 2 friends. Irish Guards played the SC2 demo and then told me not to buy the game, should have listened. My other buddy quit after 3 weeks.

    5) Still got my entertainment dollar out of it but disappointed it did not even get me through the summer.

    Yohan - signing off

  7. Originally posted by CPT Pete:

    Yes, they may become super carriers relative to what each side had historically. However, they aren't cheap, require a substantial investment in research, and take the longest to build. If historically the UK or Germany or Russia had made carriers a priority and thrown research, time and money at it, is it conceivable that they would have been able to develop something comparible to what the US had? I think so. So in the game, if I make it a priority, I should get my super carrier.

    The point is really "who cares" and I mean that from a military point of view not as a shot. Take the best Carrier for its time period during WWII and put it up against a land based air fleet (much larger number of planes) and it is toast.
  8. Originally posted by Blashy:

    I agree, but in this case, I don't. Diplomacy is exactly about keeping an eye on things YOURSELF, if you don't, you might be in for a surprise.

    It just takes one turn of skipping this menial task to have a surprise next time you check.

    Play anygame with a good diplomatic sytem and there is redundant work involved.

    Really Blashy, give it a rest. Your strident support is actually hurting your credibility and more importantly that of the game. I sure hope you were open to more thoughts and ideas when you were playtesting.

    If everyone checks every turn you have just slowed the game down for no purpose. It is a complete waste. And counting on others to forget is a pretty iffy strategy and if you need it to win you will not be too successful.

  9. LOL

    Originally posted by Todd Treadway:

    Why even have pop-ups at all then? I'd suggest that we disable them altogether so that we have to guess as to what is happening in the game, especially in PBEM. And make sure to get rid of the pop-ups for our destroyed combat units and technology advances as well. Oh, and when the USSR and USA enter the war also. Take those pop-ups out. After all, I do enjoy spending my time (even 90 seconds) looking at the diplomacy screen every turn--and I would love to spend even more looking through all the screens and guessing if units are being destroyed or subs are disrupting convoys.

    Umm, isn't this supposed to be a game of making high-level decisions? I think I might have a subordinate telling me about these things (i.e., a pop-up window). If there is any in-between, maybe give us the options to turn on/off these windows such as in Hearts of Iron.

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