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Night

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Everything posted by Night

  1. Prehaps there should be some kind of interest or exchange deduction of about 5%. So if you give a neutral 100 MPPs let's say, they really only get 95. Something along these lines would make picking and choosing who to aid more important then just throwing money around.
  2. I'm not sure exactly what you're asking for... any information anyone here would know you could find at a search engine i'm sure.
  3. I would agree that the U.K seems to have a more regular pattern of jet upgrades then other nations. I don't know about faster, but I def. have noticed they alway's seem to make lvl 2 or 3 by mid-late game consistantly, where as some other nations may never get more then 1 if any sometimes.
  4. Edwin, those are all very good ideas. There are plenty of options and possible way's of executing it.
  5. Well my idea of historicaly correct would be along the lines of let's say the U.S. is not going to ally with Germany, Russia won't declare war on the U.S. out of no where, thing's like this that make little sense. A simple system where the thing's you do have an effect on world opinion, depending on what countries sit on what sides of the arguements. For example, if Germany invades Norway and Sweden, Wouldn't most democratic or peace loving nations condem this? On top of that, wouldn't many cut off, refuse, or lessen thier aid to Germany? Prehaps if the actions are so against that particular countries policies, it will aid the allies or join the war. The current version of SC has something very similar to this, but on a over simplistic level. War readiness goes up/down depending on the actions of ethier the allies or axis, but it only really effects Italy for a very short time, then Russia and the U.S. There are many other world players and powers that would be effected by these things. Currently, if you invade England soon enough Spain might join the Axis, and many other smaller thing's mostly depending on specific actions to get a specific result, What I want is more flexability and randomness to the diplomacy in SC. Let's face it, politics determined how the second world war was fought, who fought in it, and it's end result, shouldn't the game reflect this?
  6. How and why would the US have +1 rockets, and not the Russians and Germans? Russia 4 IT at start? That's insane, if anything more chit points to start with.
  7. I'm positive this has been brought up more in other posts, but I wish to go into a little more detail here. Diplomacy. Plain and simple. Right now your only option is who to declare war on, and maybe how to position your troops so war readiness doesn't rise. It is VERY bland and repetive. There is no way to improve relation's, give/recieve aid, spy or be given intel, any of these factors that make a game like this excellent. What we need is the following, say you can do 1 a turn or 1 every 2 turns depending on how effective they are. 1: Some form of Summit or Talk's in which to raise support from the target country, and if you get it high enough they might join the war on your side, or start aiding you, etc. any number of way's they could help you, beause let's be honest here, all the "neutral" countries during WWII had some back dealing's and such including the U.S. before entering, Switz, etc. 2: Denouncment or some kind of option where you can create tentions between the countries to try and drive them to declaring war on you or justifiying you declaring war on them, this way the world reaction to dec. of war and war readiness is reduced, at the price of having to wait to the situation deveolpes. 3: Request for aid in the form of MPPs or prehaps even volunteer corps. like the one's from the U.S. in China and England before the war offically started with the U.S. The percentage of acceptance goes up with the amount of support you have with that country. 4: Give Aid. I can't count the time's I wished I could send some German MPPs to Italy or some American to England, prehaps with like a 5% loss of the MPPs sent. Just so you can transfer funds between allies and other countries to gain support. 5: Technology partnership or request, in other words you have a larger chance of gaining one of the tech's you already have point's invested in, and it is random if you have more then one tech invested in. There are many more option's that are a little more indepth but I think a basic Diplomacy engine is a must for SC2, esp. if it is on a larger scale. With all the other countries in the world, it would just make sense to have them effect the game. Historical preferences should be taken into account of course, like Canada shouldn't be able to be convinced to Dec. war on England or the U.S. (Unless what they did was totally out of line and the Axis talked a lot)
  8. Does anyone know where to get a working copy of CoS or CoS FE? The one's on underdogs.org don't work on new computers and need all sort's of tune up's after you get it and I suck with that kind of stuff
  9. Yeah I don't think I like it, sounds like a turn base strat game traped in a RTS engine.
  10. My freind told me HoI runs in real time and is well past impossible to control. He said that when you try and lower the speed it barley does anything and there are far to many options to be able to keep up with. Sounds terrible to me...
  11. Excuse my ignorance but what is HoI? SC is a really fun game, I've played vs the AI and human's every now and then and it's alway's a blast. The community is great and the new ideas,campains,etc. make it worth while.
  12. I agree with all the points here. I hope in SC2 things will be more accurate, even if it's not in europe.
  13. You all alway's forget... the US was also fighting in the Pacific
  14. Hmm yes I like this strategy. I use a simalar one with Iraq which pretty much is just take Iraq, giving the allies an obvious boost in MPPs from oil, and then just operate into Russia with whatever unit's and HQ's you had in Iraq. I don't think your strat invites a Sea Lion per say because if the Axis are already at war with Russia, there won't be much if any serious resource's avaliable on the Western Front, esp. when you have to consider contending with the British/FF/US navies. But of course it is alway's possible.
  15. The sub problem has alway's bothered me, another problem is that they are much to expensive to be practical in reducing enemy MPPs. I think thier price should be lowered, and also thier effectivness when attacking enemy warships to prevent people from just buying mass subs to destroy enemy fleets.
  16. The only feasable reason I would see that the Axis would declare war on the US is if they were in position to invade them right away... which would be a very rare situation.
  17. Ahh ok then all the better. I think the first time I played it out I didn't disband one of my Navel unit's and that could explain why I disbanded that corps.
  18. Exactly Edwin, Germany this early in the game is very weak industrialy, and if it's standing military can be picked apart because it cannot replace it's losses, you can obviously see what will happen. I'm not positive but I think you need to disband that corps in order to have enough MPP to buy the HQ. I will have to go take another look.
  19. Def. very interesting, I will have to try it out. Sound's like a good one, and a way to handle the pesky Italian's so early in the game.
  20. I honestly can't wait for SC2 no matter where it is lol. I would really really like to see a pacific theater, it's one the area's that interest's me the most and I think it would really add a lot to the game.
  21. LoL the poor Finns entered in my game too Glad to see you liked it. It sure add's a little flavor to those early allied turns that seem to be nothing but defeats.
  22. Sorry about the long winded reply I agree with Edwin about the oversea's positions of the Allies not being taken by the Italians, however before I realized the Italians would not invade an undefended Malta, I had sent the British Med. Fleet into and around it's port to atleast slow a invasion there. Also, If you use the corps in Gibraltar to bounce back and forth between Algeris and Gibraltar, since they both have ports you can load and unload in 1 turn and I have succesfully held both since you can see an Italian Transport off the coast and it has to wait for it's next turn to land, this can also be done between Algeris and Malta if need be, the only weak point of this strat. is of course if the Italian Navy comes out to support the invasion and blocks the port and/or intercepts the transport in route. What I think could work is that if you send the Canadian Corps down to Gibraltar and the Gibraltar Corps to ethier Algiers or Malta, you can successfully defend them, this of course does leave 1 area in the western med open. Beirut is another issue which I am currently facing but hope to solve. You must remember that Italy takes some time to enter the war, and this may give you time to reenforce those positions IF you can find the spare MPPs for an extra Corps or Two, Also, Although the Atlantic Fleets often take a beating from German Air Fleets in and around the Baltic, you will notice that after you defeat the German Navy, you still have a good number of ships left, specificly battleships/cruisers that have no real target's but the stray German land unit now and then that brushes the coast, if you can send 1 or 2 of these ship's down to reenforce the British Med. Navy, it may be more possible to counter the Italian naval power if planed out correctly. The issue of Poland is a difficult one vs a Human simply because he would go looking for the Polish units. I doubt the Operated air fleet counts for anything if there is no unit's inside Poland itself. I am going to work on some strats. that may be able to buy those crucial extra few turns vs a human player. If you look at it overall, the Polish problem is the only major thing effecting it's use vs. a Human player, the Med. problem can be solved or atleast minimized by what I have stated above. The Polish Plunder isn't the real problem with poland's early surrender, it is the fact that if those German troops are allowed to turn on the French Armies before sufficient steam is gathered in the west, you lose the advantage of isolating German unit's and cities, and the whole strat. is pointless. [ May 07, 2003, 04:15 PM: Message edited by: Night ]
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