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Edwin P.

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Everything posted by Edwin P.

  1. Victory Point Idea: France Surrenders in 1939 - 25 points France Surrenders in 1940 - 5 points UK Surrenders in 1939 - 100 points UK Surrenders in 1940 - 75 points UK Surrenders in 1941 - 50 points UK Surrenders in 1942 - 40 points USSR Surrenders in 1939 - 100 points USSR Surrenders in 1940 - 100 points USSR Surrenders in 1941 - 100 points USSR Surrenders in 1942 - 75 points USSR Surrenders in 1943 - 50 points USSR Surrenders in 1944 - 25 points
  2. I agree, SC2 realy needs a better scoring system that reflects your losses in securing victory and how soon you achieved it with a log of the scores (and rank) for your last 20 games and the opponent you played - be it human or AI.
  3. It always amazes me that countries always go a step to far during war. McArthur during the Korean war comes to mind. He could have stopped north of the 38th Parallel but advanced to the border of China and lost all that he had gained; likewise Germany during WWI and Japan during WWII. The war with Russia in your scenario will be most interesting. With Germany holding onto much of its territory will they be able to resist a new German onslaught or will they launch an early offensive before Germany is prepared.
  4. Interesting, would France have extended the maginot line along the Belgium border?
  5. I see three problems with the Siberian Transfer; 1. The AXIS player knows then it occurs, as he sees the popup announcing it. It would be much better if the Axis player did not see it, or if seeing it was a function of Intel (i.e. Intel 0 = does not see popup, Intel 2 = 40% to see Allied popup) 2. Its timing is too predictable. The Axis and Allied player know about when its going to occur. I would like to see the Allied (Russian Player) have a limited choice on when to call on the Reinforcements, knowning that if he calls on them too early he will 1) receive fewer units and/or 2) risk Japanese conquest of the Far east and a loss of XXX MPPs. 3. Its content is too predictable. I would really like to see the Allied player have a choice of production strategies for the reinforcements and be able to see what they will consist of. The Russians would select this structure early in the game - i.e. 1939. Choice 1: Armor Heavy: 2 HQ, 2 Armor, 2 Corps, 2 armies, 2 rockets and 1 air Choice 2: Army Heavy: 2 HQ, 2 Corps, 5 armies, 2 rockets and 1 air Choice 3: Air Heavy: 2 HQ, 2 Corps, 2 armies, 2 rockets, 3 air and 1 Strategic Bomber Choice 4: Rocket Focused: 2 HQ, 1 Armor, 2 Corps, 2 armies, 4 rockets and 1 air Popup example: Oct 1939 - Russia: Party Chariman, what forces should we deploy to guard our Siberian frontier against the Japanese army? --- Comrade, Deploy an armor focused army group. --- Comrade, Deploy an infantry focused army group. --- Comrade, Deploy an air focused army group. --- Comrade, Deploy an artillery focused army group. [ October 13, 2006, 08:31 PM: Message edited by: Edwin P. ]
  6. In my view though the USA has the best of intentions until the law of unintended consequences rears its head government officials don't always know how to respond. To certain degree this could be reflected in SC2. Example: Allied players wants to pressure Japan, a member of the Axis Alliance to attack the USA so that the USA can come to the aid of Germany in Europe. So, the American player decides to Embargo Japan. 80% the Embargo works and Japan is goaded into attacking the USA and the USA enters the war against the Axis alliance on Dec 7, 1941. 20% the plan backfires and Japan agrees to withdraw from occupied China. USA war readiness declines. If on the other hand, the USA decides not to embargo Japan then its war readiness will not receive a bonus or penalty, and it will likely enter the war sometime during the period of April though August of 1942.
  7. And for an option to surrender so that your win-loss record may be accurately recorded.
  8. Interesting observation, and though I understand why these scripts were created I would like to see them less predictable. Example: Siberian Transfer -- I would rather see the Russian player have a choice of when to transfer untis from Siberia. Withdraw forces from Siberia too soon and the Japanese may attack and conquer the 3 cities of Siberian Russia, depriving Russia of much needed MPPs and thus not attack the USA at Pearl Harbor (and the entry of the USA into the war is delayed). Perhaps a mini-map of Siberia seperated from the European Map by transit tiles.
  9. Agreed, this would be a big improvement. SC1 had a score at game end. I would like to see at game end; a. Chart of your MPP income per turn b. Chart of Combat units over time c. Chart of when major cities fell or were liberate. d. Point Score e. Point Score for 10 highest scoring games and the current one. f. A PC generated comment - i.e. rating - as to how well you did - Recruit, Corporal, Sargent, Master Sergent, Lt, Captain, Major, Colonel, General,...... Captain [Player Name], good job. You defeated the Axis powers in 5 years; however, if you want a promotion you must do it in 4 years next time.
  10. What amazed me about Russian partisans in WWII was that as time went on they became more and more effective, and contrary to expectations they ware also very effective outside of the Marsh areas; in large part due to the anger stirred up at German policies towards the local population. It would be interesting if SC2 game the Russian player an option to support an increasing level of partisan activity. Perhaps, a new tech where each level Partisan Support (i.e. tech) expands the range of partisan activity by 1 tile or it increases the chance for partisan activity? The Axis can always counter this by stationing more forces in an area.
  11. Terif, I agree that the MPP from Sweden should increase if its conquered. Then the player has to make a choice - is conquering Sweden to get the extra MPP worth the diplomatic effects of such an action.
  12. Excellent point Iron Ranger. In fact, I would like to see Engineers able to do more in SC2. Perhaps build fortified Air Fields where Air Units on the ground would get AD+2 against air attacks.
  13. Most interesting, and I wonder what the Chinese are doing? Is Russia supplying arms to Mao - on the premise that the enemy of my enemy is my friend? As the Japanese advance in Russia do the Chinese advance into their rear, cutting off their only supply line - the Trans-Siberian Railroad? [ October 02, 2006, 04:00 PM: Message edited by: Edwin P. ]
  14. Cool Badass Leaders is good - excellent idea WDG and Rambo. ------ Leaders attached to units ------ Civilan Leaders that affect research or production time of specific tech areas or diplomacy Japanese - yep, the USA should be able to influence their actions and be influenced by it. ----- Embargo Japan and they are likely (90%) to attack the USA triggering its immediate (50%)entry into the war or (10%) accede to USA demands thus lowering USA war readiness but giving USA a bonus to Industrial Tech (from ability to focus all efforts on Europe) ----- Don't Embarbo Japan and USA production increases (+2 bonus to Industrial Tech) but the Japanese are likely to attack Russia (35%), depriving them of their Siberian reinforcements OR (40%) invade South East Asia and stop Middle East Convoys to the UK OR attack USA (20%) Built in Handicaps for Multiplayer games - cool. Truely original. [ October 02, 2006, 06:12 AM: Message edited by: Edwin P. ]
  15. In my view, here are five improvements that would make SC2 truely great: 1. Improved and Unpredictable AI. Perhaps an AI with Rambo's Patton like personality and another with Terif's calculating personality. 2. Chrome - not only in seeing pictures of your latest tech advancement but also seeing news reports and events popups that make you feel like you are in the 1940s. 3. AI Controlled Major Powers - I would truely like to play the Axis with the Western Allies AI controlled or play the Germans with Italy AI controlled. 4. Random Historical Events - Ever wonder what would have happened if Russia declared war on Germany much earlier? What if France extended the Maginot line to the Channel? What if Japan attacked Russia instead of America? What if America remained neutral? What if Turkey cameout of WWI with her territories intact? What if the Whites won the Russian Civil War? I would like to see an option for SC2 to present me with a random scenario at the push of a button. 5. Game Changing Player Decisions such as 1) Do we divide Poland with Russia Yes/No, 2) Does Russia annex the Baltic States Yes/No, and 3) Should the USA Embargo Japan Yes/No. And not the least 3 player multiplayer games - Western Allied Player, Axis Player and Russian Player [ October 01, 2006, 09:25 PM: Message edited by: Edwin P. ]
  16. A few more chrome files from the dustbin of history: In this concept players would have the option to select, or the computer would select for them a military advisor that would give the player a related bonus and penalty. The Bonus/Penalty might affect diplomacy, war readiness of a nation, production costs, build limits or a research bonus/penalty in a specific area (areas). Example: XXXX Gives you +3% in Bomber Tech but -3% in Gun Laying Radar and ASW research. Personally, I would really like to see how important the Allied Lend Lease Routes are to the Allied War Machine at game end, and during the game with the appropiate level of Intel Tech. Example: Intel Advantage +0 = See Lend Lease MPPs for Minor Powers Intel Advantage +1 = See Lend Lease MPPs shipped by Major Powers (i.e. USA to UK, UK to Russia) [ September 25, 2006, 05:12 AM: Message edited by: Edwin P. ]
  17. JerseyJohn, I like that wildcard scenario. It adds a bit of flavor to an otherwise predictable game, especially if the TRIGGER= 25 so that when it happens (1 in 4 games) it is totally unexpected. Or perhaps to take this simple idea and make it a bit more complex, the liklihood of it happening depends on your Intel Level. Spend a lot on the Gestapo and its less likely. Spend a little and its more likely. #Trigger= 25; 25% to occur #Intel_Effect= 1 ; For each Intel Tech Level -5% adjustment to Trigger chance Thus at Intel 0 it happens 25% of the time and at Intel 3 it happens 10% of the time At the operational battle scenario level this refinement is not needed and it would be a welcome addition to the in game event scripts.
  18. Capt Andrew, Seamonkey and Retributor, excellent and most realistic refinements for the fragile carrier unit. I would suggest; to make it simple, that carriers reveal their location 25% of the time when making an attack from a non-adjacent tile and the attack is not intercepted by carrier based aircraft. When intercepted (perhaps by only carrier based aircraft) their (the attacking carrier's) location is revealed 75% of the time. [ September 24, 2006, 10:05 PM: Message edited by: Edwin P. ]
  19. Thanks JerseyJohn, but my guess is that refinements such as these are at the deepest depths of HC's patch wish list, most likely next to Davy Jone's locker.
  20. Ideas for historical chrome: 1. HQ Units 1A. Soviet Union - Any HQ unit with Zero Experience has a chance to be replaced by a randomly selected HQ unit. The former General is removed from the force pool. When this occurs you see a popup that says: Stalin Orders Arrest of General [XXX] for Cowardice 1B. Germany - Following the D-Day landings (i.e. 5 or more Allied units in France after 1941) a ranomly selected German HQ unit is replaced by a randomly selected HQ unit and players see a popup saying: Field Marshall [Rommel] Linked to Attempted Assassination 1C. When a HQ unit is destroyed in battle there is a 25% (1 in 4) that this HQ unit is permanently dead. Popup - "General [xxx] died in battle" 1D. USA - Politics interferes in the choice of a HQ unit and another randomly selected HQ unit is subsituted for the player's production choice 10% of the time. "Political pressure prevents appointment of General [player's choice]" 1E. HQ Units Appear only after a Specific Date or Event Example: 50% Free French HQ DeGaulle appears in the UK after France surrenders with a Str of 1 and a rating of 5 [ September 24, 2006, 06:46 PM: Message edited by: Edwin P. ]
  21. One item I miss in SC2 are photos and images of the great ships, generals and leaders of the era. Bismarck - Public Domain photos from USA Navy Ideas for Adding Chrome And substituting the names and pictures of the great ships in the Generals Page (renamed Naval Fleets) you could provide a historical reference for each fleet - with a photo of its main ship, experience, type of ship (Cruiser, Battleship, Carrier), tonnage, crew size, date it was sunk if any, etc. Example: Bismarck Type: Battleship Crew: 2300 Tonnage: 42600 Launched: May 1941 Sunk: -- Event Popups with Graphic images in the initial popup - not the summary popup would be nice. Imagine seeing an image of the Eiffel Tower when France surrenders or the ruins of Warsaw when it is caputured by the Soviet Army or a picture of a naval ship when its launching is announced. [ September 25, 2006, 01:17 AM: Message edited by: Edwin P. ]
  22. Perhaps a more limited use of intel - Each Level of Intel gives you a chance to spot the most experienced HQ of your opponent each turn. Example Intel Tech 1 = 5% (1 in 20 turns) to spot most experienced enemy HQ Intel Tech 2 = 10% (1 in 10 turns) to spot most experienced enemy HQ Intel Tech 3 = 15% (1 in 7 turns) to spot most experienced enemy HQ Intel Tech 4 = 20% (1 in 5 turns) to spot most experienced enemy HQ Intel Tech 5 = 25 (1 in 4 turns) to spot most experienced enemy HQ In real life intelligence agencies tracked the movement of the best known generals - including Patton and Rommel. When Intel spots an opposing HQ you see a popup that says: General [Rommel] spotted at grid [xx,yy] General [Patton] spotted at grid [xx,yy] [ September 23, 2006, 05:20 PM: Message edited by: Edwin P. ]
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