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Edwin P.

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  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, looking at what other games have done gives you a test for if your assumptions are in line. If they are not, then either your assumptions or that of the other game's designers are incorrect or based on different assumptions. Also, keep in mind that the production efficiency does not change by year in the SC Engine, only tech advancements can change it. But it should be noted that the cost of each unit type can differ by country. [ April 26, 2008, 10:33 AM: Message edited by: Edwin P. ]
  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 02.05 Decision Events will include the Zimmerman Telegram - Germany's offer of an Alliance with Mexico - that was historically intercepted by the British and leaked to the Americans and rejected by Mexico. 02.06 Losses from Combat will be higher due to the nature of trench warfare. 03. Major Powers The second decision in any campaign is to decide who the Major Powers are, given the game engine's limit of six. Historically the WWI major powers were: Central Powers: Germany, Austro-Hungarian Empire and Turkey Entente Powers: Russia, France, UK, USA, and Italy Since SC engine is limited to six major powers I had to make a choice, of which of these eights powers would be the six. The decision for the Entente Powers was simple; USA, UK, France and USSR as these powers provided most of the production and military action during the course of the war. Naturally Germany would be a major power. Choosing between Austro-Hungarian Empire and Turkey would be the hard choice. Why? If I choose Austro-Hungarian Empire and Turkey joins, then Germany receives the benefit of Turkish production, which considering the number of cities that Turkey controls could be quite large - since their territory streaches includes Iraq, Syria and Saudi Arabia. Futhermore, I can't treat Saudi Arabia as a conquered country of Turkey, (but rather a controlled province of Germany) If I choose Turkey then Germany receives MPPs from the Austro-Hungarian Empire, and I can treat Saudi Arabia and Iraq as conquered countries of Turkey. However, Turkey might not enter the war. [ April 26, 2008, 08:24 AM: Message edited by: Edwin P. ]
  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 delay their attack on Russia due to the diversion of forces to prevent an Italian defeat in South Eastern Europe. Yes - 50% Success - Benito Mussolini is replaced by a more competant leader. Italy does not attack Greece and Yugoslavia becomes pro-Axis. Yes - 50% Failure - The failure of this operation causes Italy to shun any alliance with Germany, and Italian war readiness declines by 50%.
  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 decision is realistic and each choice offers relatively balanced strategic advantages and disadvantages that change the course of the war.
  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 half of the USA production goes towards the war in the Pacific. NO - If the Allied player chooses not to embargo Japan the Russians do not receive the Siberian reinforcements; however, USA production is increased as all production is devoted to the war in Europe. Each option has its pros and cons. Embargo Japan and the USA must fight a two front war, but Russia can call on Siberian reinforcements. Don't Embargo Japan and all USA production can be devoted to the War in Europe; however, Russia can't risk withdrawing its troops from Siberia to fight in Europe as the Japanese, an Ally of Germany may invade Siberia. For me, the key in writing decision events is to make sure that they are "realistic" historically possible events. The decision to embargo Japan was a much debated option that was implemented. Neville Chamberlin's decision not to respond to Germany's annexation of Austria was another historical choice with multiple outcomes. Declare war on Germany then, and the French and British would have to fight before they were prepared for war. Delay a decision (the historical choice) and the German army grows stronger.
  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 half of the USA production goes towards the war in the Pacific. NO - If the Allied player chooses not to embargo Japan the Russians do not receive the Siberian reinforcements; however, USA production is increased as all production is devoted to the war in Europe. Each option has its pros and cons. Embargo Japan and the USA must fight a two front war, but Russia can call on Siberian reinforcements. Don't Embargo Japan and all USA production can be devoted to the War in Europe; however, Russia can't risk withdrawing its troops from Siberia to fight in Europe as the Japanese, an Ally of Germany may invade Siberia. For me, the key in writing decision events is to make sure that they are "realistic" historically possible events. The decision to embargo Japan was a much debated option that was implemented. Neville Chamberlin's decision not to respond to Germany's annexation of Austria was another historical choice with multiple outcomes. Declare war on Germany then, and the French and British would have to fight before they were prepared for war. Delay a decision (the historical choice) and the German army grows stronger. [ April 19, 2008, 05:19 PM: Message edited by: Edwin P. ]
  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, Allied and Communist. With the winning two turning against each other once the third is defeated (with the players randomly assigned to each side). If players could select only one type of action to play each turn it would really be a game of rock, paper and scissors until the war started. And what if politics influenced the game too. What if Roosevelt lost the election and a pacifist was in power that kept the USA neutral throughout the war? What if Stalin was assassinated and the purge of Russian military officials did not occur? So many choices.
  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: Message edited by: Edwin P. ]
  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 of need. So the choice boils down to; 1. Take a chance to reduce British War Readiness, knowing that if you fail the British will enter the war sooner than later. 2. Play it safe, and accept the fact that the UK will eventually enter the war on the side of the Americans.
  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 mobilize its industry for war one more time, and this time American war efforts will not be divided between the two fronts - Europe and the Pacific - as it was during WWII.
  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: Problem 1: Experienced and hi-tech level subs become even harder to attack when facing non-experienced warships.
  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 encounter with a battleship fleet should have a chance to strike first or evade combat totally. Essentially, naval fleets should have combat modes to choose from; 1. Evade Combat 2. Engage Surface 3. Engage Subs 4. Engage All (default) Encounter Example: Battleship (8AP) Destroyer (10AP) Chance for Destroyer to Evade Combat with Battleship = 2AP x 15 = 20% (if in Evade Combat Mode) Experience Affect = 10% per experiance advantage Destroyer (Medal 1) encountering a Battleship (Medal 0) has a 30% (20% for speed and 10% for experience) to evade combat. Gun Range Effect Battleship Gun Range Rating - 4 Cruiser Gun Range Rating - 2 Destroyer Gun Range Rating - 1 A Battleship attacked by a Destroyer has a 30% to make the first strike. (Gun Advantage x 10%) A Cruiser attacked by a Destroyer has a 10% to make the first attack. A Destroyer attacked by a Battleship has a 0% to make the first attack. [ January 04, 2008, 06:02 PM: Message edited by: Edwin P. ]
  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 Admiral (to a max of 3 ships). Then if you want to change the ship that is assigned an admiral one of the ships assigned an admiral must return to port so the Admiral can be reassigned before being assigned to another ship. Ship in Port - select > Remove Admiral (if one was assigned to this ship previously)
  25. Check to make sure that the Campaign folder is "NOT" marked read only.
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