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Night

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Everything posted by Night

  1. Will there be a cap on the amount that can be sent by the U.S. to both the UK and the USSR? Will there be a % lost as a result of the cost of sending Lend/Lease? In other words I believe you have to factor in the fact that if you are spending resources and money to build ships to bring resources across the Atlantic then there should be some MPPs that go no where to account for this, say 5% 10% maybe. Sort of like a tax for the ability to do lend/lease in the first place. Could you give actual military units like Ships to an ally? The U.S. in real life gave 50 destroyers to the U.K. in return for some land leases and I think it would be a pretty nice feature.
  2. That WW1 Campaign should only be played with 2 people and not vs the A.I since there are restrictions. A great WW1 game is Fields of Battle. The A.I. apparently has a matrix where it learns from your moves and mistakes etc. But the game is slightly to simple to really tell if it works. It can be found at the underdogs for download.
  3. SC1 has supply lines. All resources not connect by land to the Capitial produce at half. And there is also Air Defence tech in SC1 which does basicly what your talking about.
  4. John the two ratings is a very good idea. Would also make interesting games where you could plan your offensives using your best offense commander vs the enemies weak spot (thier worst defence commander) On Kunis point I agree but I think it's not a "must" and if things changed little in SC2 it would not kill the game by any means.
  5. You could just scale things up yourself ya know... So pearl harbor can only hold 1 ship since only 1 ship can fit in a port, so put 2 or 3 ports right next to each other on the island. Islands can be made with more then 1 hex, so the large ones like the Phillipenes can be many (12-15) hexs and smaller ones like Tarawa can be 2. The pacific is a very interesting fight. If anyone has ever played Civ3 Conquests it has a cool little pacific scenario. I also don't see the big deal with making a corps in game represent a divison or even smaller. All it is really is an icon, it can mean whatever we want it to mean. Hell I can play a game saying every corps is really just the one man it shows and they fight hand to hand til everyone loses his health! It's very possible to make a succesful mod if you ask me, esp. when you consider the fighting in China etc. and how the diplomatic situation was at the time. Very cool stuff.
  6. How will the system work in SC2? Currently as you all know the strategic bombing system is all but non-exsistent. The main principles that make bombers un-effective and un-realistic is that they cost to much making it impracticle to do enough damage to the enemies MPPs without bankrupting yourself. Also, cities and resources with units on them cannot be strat. bombed, meaning the best targets in most cases cannot be hit at all the entire game. Can you imagine if all Germany had to do to save Berlin from the massive bombing raids was post a Corps there? If these two fundemental problems can be addressed, then we would have the kind of Aerial War we saw in real life. How will it work in SC2?
  7. I agree, I hate how there is only 1 hex in North Africa, you just whind up pounding on each other with no gain unless you bring in air fleets or land on the other side.
  8. I like Edwins Ideas, since it often seemed that if the allies lost England or Russia the game was pretty much over. Now there is atleast more of a challenge. I would add 1 more thing, to represent what churchill told his people about how the empire would come home to free England if it was ever invaded by Germany, make 1 Free English Cruiser, 1 Free english army, 2 free english corps, and 1 free English HQ (all in transports) appear in the south atlantic 1-3 turns after the fall of England to represent this.
  9. Politics is a must for SC2. It is the only real major thing SC1 is missing. Spending MPPs to put pressure on nations and manuvering your military to do the same would be a lot of fun
  10. It would be a good idea to make unit's fleets and wolf packs insted of just a single ship that takes up 50 miles of ocean. You could buy a Battleship line, Cruiser line, Wolf pack, destroyer screen. this way it would be more realistic in terms of scale
  11. Command HQ was an awesome game. And your right it's use of oil as a resource you needed to have was good.
  12. The A.I in SC1 was very sub-par. One of the main problems I brought up on the old forum was it's failure to make a strategy to defeat enemy armies, such as laying traps, using faints, etc. etc. and focusing mostly on keeping to taking cities. This made it very easy for you to smash an enemies forces and make him unable to do anything but continue to lose more forces. the A.I. in SC2 should reconize the importance of destroying enemy forces and preserving it's own. It is a much more effective strategy. For example the Germans failure to take Stalingrad (as a city) wasn't as damaging as the fact that they lost the whole army group there.
  13. How will the unit ungrade system work? Will you have to pay to upgrade every individual unit?
  14. 20 months to the North American release?!?!! I really don't think I'll still be interested in this after another Year and a half... That is really really ridicilous.
  15. Kuni I was just thinking the exact same thing when I saw the picture of the 5 armies attacking 1. However note that it is because there is a turn in the line insted of it being a line where only 2 or 3 units could come to bear, in other words it's a weak spot.
  16. Heres an idea that I think could work, You limit the amount of damage Air power can do to ground units to around 3 or 4, but you add a feature where if a ground unit is attacked by an air unit, it loses 1 or 2 points of soft and hard defence for that turn, this will simulate how air power was more effective as a tool of terror and how it caused disruptions to fighting units more-so then actual damage many times. If you look at how Stukas were used with their terrifing whistle and how this effect's morale you can see how this is a reasonable option. Also, gettin bombed tends to leave troops with their faces in the dirt and shaken up, so they would naturaly not be as effective in defending immediatly after-words. Prehaps air-defence tech could limit the effect this has by making it so they only loses defence points after 2 air units hit them, etc. for corresponding levels of tech.
  17. Not a horrible idea, however I think it would be somewhat useless since if I were playing Russia or England I would rather invest in a tech to help to keep me from surrendering in the first place.
  18. I agree that ground units should not be destroyed by Air Units. The model worked in Civ3
  19. look at this screenshot of Russia and Finland http://www.battlefront.com/products/sc2/screenshots/pages/finland01.htm Something I don't understand is if units are in a line north-south, then they have gaps diagnonaly inbetween them. I guess the ZOC will prevent movement inbetween units in a line, but it does appear that front lines going north-south will be staggered insted of straight lines. I don't think it will be that hard to understand once we can actually move them.
  20. 35 is the highest I would go. Top of the line Computer games cost $50-60 nowadays, I got battlefield1942 for $45 and it obviously cost a lot more to make then SC or SC2. While I know I will have hours and hours of enjoyment, I would not pay anywhere near $40 or $50 for a game like this. I can gaurentee that if you put the game for $50 you will see sales that aren't that great, only the hardcore players that have posted here will pay that kinda money for a game like this. I've been waiting for SC2 just as long as the rest of you, but you can forget $50 unless there is some serious additions to the game.
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