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KDG

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Everything posted by KDG

  1. Just wondering what are the attribute limits...i.e. max stats for a tank, etc. Could I give it 15 attack and defend, with a strength of 30? What would the A.I. do with such a supertank?
  2. No it wouldn't, but changing attack and defense numbers, movement, strength, tech, etc, just might. Do not dash the hope of the young and brave, those daring ones that want to mod....
  3. Actually I believe the software sees each unit as a set of statistics from attacking to defending, movement, etc. Thus you could make a corps more powerful than a tank, if you wanted, and the program would respond accordingly(we won't know this until we try it out). Why not just add an additional tile of land(or 2) to the smallest Island. This would allow you to knock down the unit with ships/carriers, then land and attack, destroying the unit. You can also go with a map that is 25 miles per tile, thus having 4 times as many tiles as one that is the standard 50 miles. You could then double the movement points for all units to account for this. Thus the smallest Island might encompass 4 tiles, which is easily invadable. Adjustments to unit stats/total units might also be neccessary. One way or another, I think it can be done to the satisfaction of many. If not, still might be fun trying.
  4. OK, lets look at this comparing old way and new way. SC2 - 6 units hit 1 unit, destroying it with no need for air support. SC1 - 3 units hit 1 unit, then 2 jets finish it off So there was no need for air in SC2 in this situation, but then again, it used up 3 extra ground units that could have been used on another attack. In SC1, the unit gets killed, using less ground units, but needing air support. I think I prefer SC2 because you can't strike as quickly in multiple areas like you could with the aid of jets(due to their long attack range). Its easier to have 3 sets of 3 units attack in 3 different areas in SC1(with the aid of 6 jets) than is it to bring 3 sets of 6 units to 3 different areas, in my opinion. Oh, and by the way, wouldn't it be 5 attacks. One from the front, two from the sides, and two from the diagonals?
  5. 50 miles is still 50 miles. Besides more map east and west as mentioned, we also see an extension in the North and south as well. Now if you are a modder, try making a new map with 25 miles per square, thus 4 times the total number of tiles. Initial starting forces would have to be modified, and you would also need to double the movement for units to keep up with turn sequences, but you might be able to come up with a more detailed game(and more time consuming, I might add with all the additional units). [ April 22, 2004, 05:23 PM: Message edited by: KDG ]
  6. I too hope that no editing of units will be required, and that a perfect game will be made. As SC demonstrated though, not everyone was happy with the combat formulas for certain units. Making it worse was that nothing could be done about it. SC2 will have new units, combat factors, etc., that should make most people happy. Unfortunately, there will be a good chance that some historical factors may be discarded in order to make the game highly playable. At this time, many will be thankful that we now have a full editor, and the ability to tweak things to fit what each individual would view as historicly correct.
  7. You just gotta love this. Ask a question, you get an answer. Make a suggestion, they listen. I'm very impressed right now(and a bit disappointed as two of my PBEM guys didn't send me turns....argghh)
  8. How about a greater variation in the Costs of HQ's. Maybe 50 points per leadership point. Thus a 9 might be 500, while a 5 would be 300.
  9. How about a greater variation in the Costs of HQ's. Maybe 50 points per leadership point. Thus a 9 might be 500, while a 5 would be 300.
  10. "SC-the Real Time Strategy game right now." Any chance we will see this next year?
  11. A couple thoughts. Using the old formula, once a unit had 3 bars of experience, it could attack and seldome lose even one point of strength. Any changes going to happen concerning this? I'd like to see units lose 1 point a little more freqently. Another idea someone else had was if you reinforced a unit 1 strength point at a time, it would less experience than by reinforcing multiple points at a time. This reflected a slow integration of new men into an experienced unit. Ex. Two units, both at 7. One unit reinforces to 10, loses 20% experience(just an arbitrary number I've chosen) The other unit reinforces to 8, loses 4% experience. It does this the next turn, then the next turn, getting to 10 in 3 turns, but only losing 12% experience.
  12. In a forum such as this, programmers, publishers, etc. should be able to speak their mind just as we do. We criticize, why not them. Opinion, fact, likes and dislikes, its all here. This is pretty tame compared to some forums that are out there. A forum like this is different than customer service, its for the flowing of all ideas, responses, etc., from all parties involved. Please, have you looked at society. Its impossible to make everyone happy, there is always someone complaining about something. Most peoples minds can't be changed on most subjects. Its a fact of life. Some people chose to use emotion and opinion when debating, others like Exel chose to give examples and back things up with reasons why they have an opinion. Big difference.
  13. Hey, just voted, wanted to know when you were going to update the results in this thread.
  14. Use the editor and put a fortress in every square, put partisons on high, and this should make it next to impossible to conquer when combined with the new supply system for transports.
  15. Exel I've enjoyed our debates, and since we finally agreed on the female form as the perfect shape, lets hope Hubert can incorporate this into the game. :cool: We know tiles is the direction they are going, and I'm pretty sure Hubert will make the appropriate adjustments on unit strengths to make front line battles fair and realistic. Hopefully you will get the over the top view you and many others wish for, and that we all will get a great game that we play for 5 years.
  16. How about a fully rotating camera with zoom so I can go isometric to over the top, as well as zoom in or out....Oh, and allow me to view the map from on of my tank units as well. Actually, I like the isometric view, but I do hope for you guys in this thread that you get the over the top view as well(or maybe as a patch/mod). I would also allow though that eventually its the game play that will influence most of our decisions on if we like this game or not. Now about those tiles I so like.
  17. Three air units are Germans, bump up their ground power, they dominate early game, limit them to 5-6 max units. 15 air units are Russians, limit their stats, thus they can't dominate, decrease cost so 15 units could be built. or you could do this: Reduce the French air defense of their ground units, thus Germans are more effective early on. Every other nation would have normal air defense. or try over 100 combinations, I'm sure you can get the situation you are looking for. You can make each individual nation as strong or weak as you want for any characteristic with the editor. I'd think you can make the game do what you want.
  18. It has been mentioned that its possible that the AP's for units will be doubled, and that MC's will also be doubled. This helps with diagonal moves, and gives a wider range of movement capabilities for units, and lessons the tech increase for movement. Why not do the same thing for all of the unit characteristics as well. If a corps has attack/defend of 2/1, then a tech increase for attack for this unit is huge, from 2 to 3, or a 50% increase. Making the corps a 4/2 instead would see the attack tech increase go from 4 to 5, only a 20% increase, much more realistic. Adjust the combat equation to divide damage by two(if keeping strength at 10), and possibly increase pct. chances for tech increase. Just some thoughts. Your opinion/thoughts are welcome.
  19. Transports now lose readiness while at sea. Thus any attack on the U.S. is going to be severly limited due to this fact.
  20. Then again you can keep the existing model that Hubert is putting in, and edit the individual units and costs to fit what you want. You can make it cost 500 MP's for a German jet, going to 550, then 600, etc., this will limit there numbers greatly. If you want them to be stronger in air to air, or vs tanks, etc, then bump up the stats the way you see fit. Then set Russian jets to 350 across the board. Set the stats the way you want for those units. Weaker in air to air, fine, edit just the Russian jets. Besides allowing us to edit units, we can edit units of individual nations. Very nice.
  21. Steve, thanks for sharing your time and your thoughts. Now how about a new civil war game.
  22. Now that fortifications can be built, the Axis can build a couple on the coast, plant a couple corps, and guess what, you're limited to 4-5 spaces for your invasion. Dave, I need to know now. More info, more more more.
  23. And counting tiles is difficult? If you can plan out all the moves in your head without clicking units, then I really think you can figure out how far a unit will move on the diagonal, don't you. :cool: If you do a search, Hubert answered these questions regarding SC1.
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