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Edwin P.

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Everything posted by Edwin P.

  1. I would like to see a chance for Air Recon to overlook spotting a nonadjacent enemy unit. Perhaps, a cumulative % chance based on distance from the air unit modified by the presence of enemy air fleets adjacent to the enemy unit (plus 2% x Str of Air Fleet) and your intel tech level (minus 5% per Intel tech). Example: Distance 1: 0% to miss Distance 2: 2% to miss (1 in 50 units not spotted) Distance 3: 5% to miss (1 in 20) Distance 4: 9% to miss (1 in 10) Distance 5: 14% to miss (1 in 7) Distance 6: 20% to miss (1 in 5) Distance 7: 27% to miss (1 in 3) Distance 8: 35% tp miss Distance 9: 44% to miss Distance 10: 54% to miss (1 in 2) If enemy Unit is adjacent to Enemy Air Fleet (not bomber) you chance to miss spotting the enemy unit increases by +2% x Strength of Enemy Air Fleet Intel Tech level reduces the chance to miss spotting a unit by 5% per tech level So: Enemy Unit at distance 5 = 14% it is not spotted Enemy Unit at Distance 5 and you have Intel lvl 2 = 4% enemy unit is not spotted Enemy Unit at Distance 5 is adjacent to Enemy Air Fleet of Str 10 = 34% Unit not spotted Enemy Unit at Distance 5 is adjacent to Enemy Air Fleet of Str 4 = 22% Unit not spotted Enemy Unit at Distance 5 is adjacent to 2 Enemy Air Fleets of Str 10 = 54% Unit not spotted This change better reflect the FOW in battle and will surprise players with the sudden appearance of enemy units where they thought there were none. [ September 23, 2006, 12:02 PM: Message edited by: Edwin P. ]
  2. I would think that most heavy loads of ore would travel by ship and rail (not truck), and I am not aware of any rail link between the two countries (Finland and Sweden or Norway) at that point in time. Kiel was also closest to the industrial heartland of Germany - the Ruhr Valley.
  3. Interesting observations on diplomacy and how to refine its effects. Here are two changes I would consider - both involve the Intel Tech. 1. Each Level of Intel Tech (or Intel Advantage) gives you a 20% (or 10%) to see your opponent's diplomacy popup textbox. Example: Intel 1 gives you a 20% (or 10%) to receive a report on any diplomatic success of your opponent. Think of it as your head of Intelligence reporting to you instead of you having to remember to ask him what is going on in the world. The more you invest in Intel the greater access your intelligence chief will have to you. In my view most players are surprised by the USA or USSR entering the war early only because they don't check the diplomacy screen for changes. (I learned this lesson the hard way, twice!) 2. Each level of Intel Advantage cancels out 1% of an enemy's Diplomacy Advantage in a country. Example: Axis has 23% to influence USA. UK has 20%. Normally Axis has a 3% to Influence Spain. With an Allied Intel Advantage of 2 this is reduced to 1%. Example: UK has invested 10% to Influence USA and Germany Zero, but Germany has Intel Advantage +2 over the UK. UKs diplomatic effect is 10% less 2% = 8%. This change would help the Axis and Allies to counter the diplomatic advantage of their opponent worldwide, not just in a targeted country - but only if they had an Intel advantage over the opposing side. It does not increase a countries chances of successful diplomatic action, it only reduces that of the enemy if they have a Diplomatic advantage in a country. I would refine this further by having a popup when that shows the effectiveness of this investment when it prevents a change in a country's diplomatic leanings: [Axis] agents sabotage [Allied] Diplomatic Efforts [Allied] agents sabotage [Axis] Diplomatic Efforts The popup does not tell what country was affected, only that your Intel Advantage prevented a diplomatic movement towards the opposing side. [ September 21, 2006, 07:35 AM: Message edited by: Edwin P. ]
  4. Question: Does the AI bonus on collected MPPs cover all AI income or just plundering amounts?
  5. Ah, so the printed manual is wrong where it says "Additionally, the computer opponent receives a spotting bonus of +1 for...." on page 43. The PDF manual which does not mention this is correct, as it should be. Many thanks for the rapid feedback.
  6. Question - Does the AI player play a better game at Intermediate and Expert Level when it has a +1 and +2 spotting bonus?
  7. Basically the carrier was supreme as long as surface warships or aircraft from other carriers or land bases did not locate it and get within range. Without its air component carrier task forces were extremely weak.
  8. Excellent points all around. I really the the idea of their being an advantage to the side first to engage with carriers. One item to keep in mind is that reducing the defense of a battleship/cruiser to air units also affects their defense vs ground based air units.
  9. I would like to see air fleets have a chance to prevent an opponent's air unit from spotting friendly units adjacent to your air unit until they take some action - such as attacking or intercepting. Example: 1 Armor unit is next to your air fleet. Enemy air will only spot this armor unit 50% of the time. This reflects the use of combat air patrols to conceal the location of friendly forces. Refinemnent: Chance to avoid spotting = 50% +/- Intel Advantage/Disadvantage Example: Two corps are next to an air fleet and the owner has Intel Advantage +2. Enemy will spot these units 30% (50% less 20%) of the time. If the enemy had Intel advantage of +1 he would spot these units 60% of the time.
  10. I would keep the number of chits the same, so that a player has to make choices. As for the cost - I would like to see them vary by country randomly from game to game to eliminate the cookie cutter strategies. Thus in one game influencing the USA might cost 250MPP while in another 125MPP. In some games influencing both the majors might be 250 or even 300MPP! Example: Major Diplomacy Cost: 50% - Normal, 20% - +50%, 20% - +100%, 10% - +200% [ September 17, 2006, 06:31 PM: Message edited by: Edwin P. ]
  11. Good points on the AI. As you said the AI needs to really focus on its objective. In attacking France it will too often focus on the Maginot Line, instead of France. When attacking Brussels it often does not go for the kill but is sidetracked by attacks on the Benelux corps outside of Brussels. And as you stated other targets of opportunity - mines, units behind the front lines and naval ships - will divert the AI from its primary mission. Often I have used this weakness to defend France and push the German AI back across the Rhine.
  12. Retributor, many thanks for your comments. Which diplomacy idea do you like the best? The simple variable cost or the rock, paper, scissors approach?
  13. Further elaboration on the Diplomacy Idea: Each Side - Axis and Allied - selects their primary foreign minister. The choice of these affect the costs of influencing nations. There are nine possible outcomes: Axis (A) + Allied (A) --- Cost to Influence Majors +0% --- Cost to Influence Minors +0% Axis (A) + Allied ( --- Cost to Influence Majors +100% Axis (A) + Allied © --- Cost to Influence Minors +50% Axis ( + Allied (A) --- Cost to Influence Majors +100% --- Cost to Influence Minors +100% Axis ( + Allied ( --- Cost to Influence Majors +0% --- Cost to Influence Minors +0% Axis ( + Allied © --- Cost to Influence Minors +50% Axis © + Allied (A) --- Cost to Influence Majors +0% --- Cost to Influence Minors +0% Axis © + Allied ( --- Cost to Influence Minors +50% Axis © + Allied © -- Cost to Influence Majors +100% Of course, if you don't like the result you can always invest political capital in changing your foreign minister - at a cost of 250MPPS! which represents, in American terms, pork barrel politics to secure the support of fellow politicians and interest groups for your change of cabinet officials. [ September 16, 2006, 10:36 PM: Message edited by: Edwin P. ]
  14. Liam, I agree with your thoughts on Diplomacy and Intel Tech. As you say Diplomacy is too predictable. Valuable yes, a great feature, but too predictable from game to game. How would I handle this? What about making the cost of Intel Chits vary from game to game. In Game 1 influencing USA might cost 125 MPP, in Game 2 it might cost 175MPP and in Game 3 it might cost 200MPP to influence the USA. Thus in Game 1 it might be to your advantage to influence the USA but not in Game 3. Example: USA Diplomacy Chits: 50% 100MPP, 25% 150MPP, 25% 200MPP - reflecting a the varied strength of the neutrality movement in the USA vs the influence of President FDR. Swedish Diplomacy Chits: 50% 75MPP, 25%100MPP, 25% 150MPP - reflecting the varied strength of different political fractions in this country. Or perhaps let each major power select a Foreign Minister - Minister A might be good with USA but increase the cost of influencing minors by 100%, while Minister B might be welcome in minor countries but increase your cost of influencing major countries by 100%, and of course the Minister that your enemy selects might affect this cost also. If you want to change a minister it costs you 250MPPs. Example: German Minister A, UK Minister B = Cost for Chits to Influence USA +100%, Cost to Influence Russia +0% German Minister C, UK Minister B = Cost for Chits to Influence USA +0%, Cost to Influence Russia +100% German Minister B, UK Minister B = Cost for Chits to Influence USA +200% and Russia +200% This makes it more like a game of Rock, Paper and Scissors. Whom you choose as Foreign Minister and who your opponent selects will affect the costs pursuing a diplomactic strategy. Who would be the German Foreign Ministers? Perhaps: a. Ribbentrop - good with Russia, poor with Minor Nations and USA b. Canaris - good with Minor Nations, poor with Major Nations c. ..... Intel Tech - well it just doesn't feel like Intel and you never know if its helping you. A popup for the Axis saying "[German] agents have sabotaged [british] research" or [German] agents have acquired Allied technology" would go a long way towards making Intel feel like Intel. I would also like to see Intel Tech allow a player to see how much MPPS are being transported by convoys - says German Intel Advantage 1 over USA = 20% to see American Lend Lease MPPs, Intel Advantage 2 = 40% to see Lend Lease MPPs. Likewise I would like to see your ability to view enemy popups linked to intel. Example: Intel 1 = 20% that the Axis player sees the popup announcing the appearance of Siberian Troops in Russia. Intel 1= 20% that the Axis player sees the popup announcing that Spain has been influenced towards the Allies (now your agents will advise you of enemy changes and reduce your chance of overlooking any change by not checking the diplomacy screen). [ September 16, 2006, 08:22 PM: Message edited by: Edwin P. ]
  15. It did make sense, as perhaps the Vichy French officials did not relish being tried and hung as collaborators with the enemy. That said, I would like to see: a. Chance that Vichy France does not occur when France surrenders, instead the capital of France moves to Algiers. b. Chance that Vichy France joins the allies once France is liberated.
  16. As I recall, and I may be mistaken, the biggest problem the Italian navy faced in WWII was a shortage of fuel. [ September 11, 2006, 12:21 AM: Message edited by: Edwin P. ]
  17. I see Sealion as a strategy to be used on occassion. If the British player has sent his naval fleet to the Mediterranean to face the Italian fleet that leaves the British isles wide open. If they don't send the UK Atlantic Fleet into the Med, then I can take Egypt easily and / or send my subs forth to engage in a battle for the Atlantic.
  18. Perhaps, spotting one randomly selected enemy unit per Intel Tech level would provide some information - with a chance of this information being false based on the enemy Intel level. Example 1: Intel Level 2 - Each turn you see 2 randomly selected enemy units, If the enemy has has Intel Level 3 their is a 45% (Intel Level x 15%) that each spotted unit is a phantom ghost unit on a randomly selected enemy controlled tile or empty water tile. Idea 2: Intel 0 = 0 Units Spotted Intel 1 = 1 Randomly Selected Enemy Unit Spotted Intel 2 = 2 Randomly Selected Enemy Units Spotted Intel 3 = 3 Randomly Selected Enemy Units Spotted Enemy Intel 0 = 10% False Report Enemy Intel 1 = 25% False Report Enemy Intel 2 = 40% False Report Enemy Intel 3 = 55% False Report Enemy Intel 4 = 70% False Report Enemy Intel 5 = 85% False Report Thus: USA has Intel Level 2 Germany Has Intel Level 3 Italy has Intel Level 0 USA will spot 2 enemy units, if one of these is a Germany unit it has a 55% to be false. If USA spots an Italian unit this spotting has a 10% to be false. [ September 10, 2006, 12:33 PM: Message edited by: Edwin P. ]
  19. Iron Ranger, agreed the lower limits on German and Russia tech levels limit the options for tech investing. Ideas: a. Have any chits purchased above the limit cost 100% more - i.e. 250 instead of 125 MPPs. b. Allow a player to purchase a Research Unit for 200MPP (example: Aleksei Sudaev for USSR) . The presence of such a unit increases your Reseach Limit by 200MPP ( for 1 major tech & 1 minor tech or 2 intemediate techs) and effectively doubles the cost of your research for investments above your limit. Of course, if this unit is destroyed your research limit drops and you lose randomly selected chits until you are at or under your limit.
  20. Rockets are quite powerful but only if you reach Level 4 or 5 and motorizaton 2, unlike Armor, Armies or Corps which are powerful from the start.
  21. One benefit to taking Norway is that you can use it as a submarine base to threaten the lend lease convoy routes to Soviet Russia, and by stationing an Air unit in Norway you may be able to surprise the British Navy.
  22. Great points, I would like to see the possibility for these alternative history events reflected in SC2 also. My list would be: 1. What if Russia DOW Germany earlier while France and UK agreed to peace with Germany. 2. What if Russia DOW Western Allies after Fall of Germany 3. What if Germany did not split Poland with Russia. 4. What if Capital of France moved to North Africa 5. What if Italy remained Neutral? 6. What if France joined the Axis? -------- No MPP boost for Germany -------- But also no war for France 7. What if Turkey joined the Axis instead of Italy?
  23. Idea: If a non-coopoerative ally liberates a country they should get the MPPs until a unit of a cooperative ally moves into its capital city tile - which the non-cooperative ally can prevent by maintaining a unit in its capital city.
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