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Edwin P.

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Everything posted by Edwin P.

  1. Your WWI Armor and bi-plane graphics would be much appreciated.
  2. 05. Decision Events One of the cool features in PDE is decision events. The first decision event for WWI is a German Request to Belgium for Free Passage (which Belgium Historically Rejected) 1. Yes - Request Free Passage through Southern Belgium 50% - Belgium Agrees and German annexes Belgium territory 50% - Belgium Allies itself with France and UK war readiness increases 2. No - No Change If Germany Attacks Belgium then the UK War Readiness Increases (Historical Outcome)
  3. 04. Unit Scale. Perhaps the most important decision for any game is the unit scale. At this time I am leaning towards Army Groups (180,000 men), Armies (90,000 men) due to the large infantry formations used during WWI. In this campaign I assume that: Corps = 30,000 Men (three divisions) Army = 3 Corps or 90,000 men Army Group = 2 Armies or 180,000 men. This scale will allow me to keep the unit count down. I will update my thoughts as I do more research.
  4. One question, Which nation should be the 2nd Axis Major Power; Austo-Hungarian Empire or Turkey and why? I am leaning towards Austro-Hungary but have started to think that the game might be better served by having Turkey as the 2nd Axis powe.
  5. dgold07, thanks for the offer (and the game looks great - I saw it on their site for $140USD and really liked their map). However, for this mod I will be relying on original source information for the production model - the Oxford University Text: Economics of WWI. Based on this I will adjust the production capacity and efficiency of each nation. Adjusting the production capacity refers to adding or subtracting the number of cities, Adjusting the production efficiency refers to adjusting the multiple for the production of each city - 50%, 60%, 80%, 100%, etc. That said, lo
  6. 02. Major Campaign Features The second item of any campaign is to decide on the features that will make it unique. In this case; 02.01 Spotting ranges are reduced to 1 for all ground units, and to 3 for the Air unit. This is a game where intel will be very valuable and you will not know where the enemy plans to strike. 02.02 No armor, tactical bombers, bombers, or anti-air units and no related research in these areas. 02.03 More engineer units and reduced build time for fortifications due to the "trench warfare" of the period. 02.04 Diplomacy chits reduced to 3 per country
  7. In this thread I aim to post a summary of my progress in designing a WWI campaign, the decisions I made and why, in addition to asking for Feedback. 01. Why WWI I choose WWI for several reasons; First, its time frame is close to that of the SC2 campaigns Second, I could use the existing map as a starting point. Third, I don't know much about this war so I thought it would be a great learning experience.
  8. Patton Drives East has the following Decision Event in the 1939 Storm of Steel scenario: Thus the Axis player has two choices; a. Yes - Vichy France is created b. No - The French Government relocates to Algiers and continues to fight.
  9. Here's a suggestion for a Decision Event, that could have affected the course of WWII; 20% To Appear Each Game 1. Axis Event re: Benito Mussolini a. Should we attempt to engineer the removal of Benito Mussolini from office? I know the great admiration that you hold for him, however, he is a pompus fool surrounded by yes men. If we allow him to continue his rule he will likely ruin our plans for an early attack on Russia next summer. No - Game proceeds as normal with Italy attacking Greece and Yugoslavia, delaying their push on Egypt when Egypt was empty and forcing the Axis to dela
  10. Sample Decision Event from PDE: 1939 Scenario: This event gives the Axis player a choice of between honoring the Ribbentrop Pact with Russian and dividing Poland with Russia, or breaking the pact and keep the entire country of Poland. If Germany breaks the pact, their newly conquered territory puts extends to the borders of Minsk; however, Russian war readiness increases and Russia will enter the war sooner. If Germany honors the pact (the historical choice), Russia annexes Eastern Poland and Russian entry into the war is delayed. What I like about this decision event is that the
  11. One of the features, I really like in Patton Drives East are Decision Events. Decision Events - These give players a choice of what action to take, along with feedback on the possible consequences. Example: I am writing a mod now that gives the Allied Player An Option to Embargo Trade with Japan. The Allied Player can choose Yes or No. YES - If the allied player makes the historical decision then Japan turns its focus to fighting the USA. This allows Russia to redeploy its forces guarding Siberia to Europe as the chance of a Japanese offensive is very much reduced. It also means that
  12. One of the features, I really like in Patton Drives East are Decision Events. Decision Events - These give players a choice of what action to take, along with feedback on the possible consequences. Example: I am writing a mod now that gives the Allied Player An Option to Embargo Trade with Japan. The Allied Player can choose Yes or No. YES - If the allied player makes the historical decision then Japan turns its focus to fighting the USA. This allows Russia to redeploy its forces guarding Siberia to Europe as the chance of a Japanese offensive is very much reduced. It also means that
  13. Sea Monkey, I second your vote for a Days of Decisions Campaign with 3 month turns until the one side or the other starts the war. It would truely give you a multifaceted unpredictable campaign. As you said war might start in 1937, 1938, 1939 or even 1942. You would not know who would start the war - it would most likely be Germany, but it could also be the Soviets or even the French. Players actions, with a new change sides event, might even cause the French to become Pro-Axis instead of Pro-Allied in a war against Communism. You might have three non-cooperative sides - Axis, Alli
  14. Suggestion: Partisan Unit Orders Summary: Partisan units could be assigned one of four orders each turn; 1. Recruit - increases chance to recruit another partisan by 10%, if they do not move that turn. 2. Sabotage - destroys rail lines within a radius of 1 tile, if they do not move that turn. 3. Hide - partisan unit cannot be spotted by air units if they do not move that turn. 4. Non Cons - perhaps it makes partisan units too important
  15. Suggestion: HQ Commander Death Summary: If a HQ unit is destroyed in combat there is a chance that the unit is permanently destroyed and removed from play to reflect the chance that the commander is killed in battle from enemy or friendly fire. If this happens a popup announces the death of the commander: "General [Lucas] Died from Wounds Suffered in Battle" Design: A new field in the editor would control the chance (0% to 100%) of the HQ unit being permanently destroyed due to combat. Cons: Non, as the % is editable.
  16. Suggestion: Battle Field Promotion Summary: After a unit gains 4 Medals the player is given a one time opportunity to promote it to a HQ unit, if the player does not have the maximum number of HQ units in play. If yes then the unit is replaced with a randomly named HQ unit with a randomly generated rating of 3 to 9 and experience of zero. Would require a table of random names for each major country. Cons: Rating is randomly determined and some players dislike the unpredictable Cons: Players might not choose to take the risk and use this feature [ February 28, 2008, 08:20 PM
  17. Another decision event in this scenario concerns the fate of North Africa; 1. Upon the Fall of France, does the USSR grant independence to the peoples of North Africa? --- If yes, then several neutral countries are created; Morroco, Algeria, Tunisia, and Libya. The French lose a base for contining the war, and the USSR loses a source of MPPs. --- If no, then the French Government moves to North Africa, but the USSR is free to invade and conquer the lands of North Africa (Free France) without diplomatic effects on other neutral nations.
  18. Yes, there are decisions that appear only if you accept UK neutrality. In fact, you can't always be sure of the effect of your decision. One is whether you order Soviet agents to assassinate MP Winston Churchill. If yes, and its successful 9 (% chance) then Churchill's death is reported and he can no longer agitate for neutral UK to ally with America. If yes and your attempt fails (% chance), then UK war readiness goes up for British populace is greatly angered and Churchill is named Prime Minister once more. If no, then Churchill rallies the British to support America in its hour
  19. It was not mentioned but, the game also has decision events - events where the player's decision can change the course of the game. Example - In the Invasion America scenario the Soviet player is asked if he will accept an offer of British Neutrality. If yes, the Soviets can attempt an early cross Atlantic invasion of North America without fear of attack from the Royal Navy, but the UK remains active in his rear and may become an active US ally later in the war. If no, the Soviet player is forced to invade Britain and delay its invasion of North America. This gives America time to mob
  20. I like the idea and suggest this enhancement; 1. It costs X MPP to change a convoy route. This prevents a player from changing the route every turn. Example: It costs 75MPP to change a convoy route.
  21. Engine: Current Synopsis: Experience advantage bonus/penalty to a submarine's chance to dive. This reflects the advantage of a battle tested naval commander vs. an inexperienced naval commander. Design: Each level of experience advantage increases/decreases a submarine's chance to dive by 5%. Example: A Submarine with 2 medals of experience vs a Destroyer with 0 medals of experience receives a 10% bonus to its dive percentage. Example: A Submarine with 2 medals of experience vs a Destroyer with 3 medals of experience receives a 5% penalty to its dive percentage. Design: Probl
  22. Engine: Current Synopsis: AI controlled Allied Major Power. An Allied human player could play as the Western Allied or the Soviet player. An Axis human player could play as Germany or Italy. This would make for a more challenging game vs the AI as one can't control the movements of allied nations. Design: Requires that country units move in a specific order. Example; Germany then Italy then Russia then USA then UK. Problem 1: Coordinated attacks involving more than one nation may not be possible.
  23. I would also like to see naval combat affected by a ship's experience, speed and gun size. Example: A Battleship that has a surprise encounter with a destroyer should have a chance to attack first; in good weather, due to its much longer range guns. Example: A destroyer that encounters a battleship fleet, in good weather, should have a chance to evade combat that round by running away due to the faster speed of destroyers. In bad weather the destroyer would have a greater chance of evading combat. Example: Likewise a submarine with a more experienced admiral that has a surprise encoun
  24. I like both ideas - the unit assigned admiral and a Naval HQ. Admirals might give a unit a specific bonus - either a chance to strike first, a chance to evade combat, a greater chance to detect a sub, a greater chance or a jsut a simple readiness bonus. One admiral might be highly rated for commanding subs and another highly rated for destroyers. A naval HQ could give a readiness bonus to all (3 to 5) ships that it supports and the ships that it supports could be assigned/reassigned only when the ship enters port. Example: Naval HQ mechanics Ship in Port - select > Assign Adm
  25. Check to make sure that the Campaign folder is "NOT" marked read only.
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