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MasterChief

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    Jacksonville, Fl
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    US Navy

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  1. Amphibious landings with the ability to assualt beachs with Marines and other land units. I know it was often mentioned in SC2 threads. Sit a unit on a beach and the beach is permanently locked until you bomb or shell it to death. If he is continuly reinforcing the unit then you will never be able to land. The game needs the ability to make amphibious assualts against beach garrisions.
  2. Great job and solid feedback. The item that stuck out to me was the comment on amphibious landings. I know it was often mentioned in SC2 threads. Sit a unit on a beach and the beach is permanently locked until you bomb or shell it to death. If he is continuly reinforcing the unit then you will never be able to land. Thae game needs the ability to make amphibious assualts against beach garrisions.
  3. Amphibious Invasions? Does the new expansion address this? Marines, beach head assault, etc. I didn’t see it anywhere in this thread. This expansion is still great news though!
  4. Cheese Panzer, not sure where you got your info from but the numbers do seem to fit. Bottom line is - Heck yeah building and maintaining a Navy is almost to expensive to consider - The key note is "almost to expensive" when compared to the potential gains and losses associated with not having a Navy strong enough to protect your interests and project power. A very accurate simulation.
  5. Perhaps this is stating the obvious but the orignal Naval architecture in the game seems fairly accurate. I was under the impression that the naval units represented entire battle groups or fleets, not single ships. Based on the scale of this game a single CV unit would probably represent around 4 or more carriers, 2 to 6 battleships, at least 6 to 8 heavy cruisers, probably 2 to 4 light cruisers, and about 8 to 10 destroyers. Add to this the supporting vessels such as tankers, tenders and such and throw in the aircraft and you are talking about a massive expenditure for one unit. Maintaining a strong naval presence could and almost did literaly bankrupt Nations. On the other hand submarines offered huge results in anti-merchant and anti-military shipping for a fraction of the cost.
  6. DesertDave, Thanks for the timely input. I was kind of expecting all the “no’s”. Exceptional game and engine regardless. I’ll make do with what there is, which is exceptional. I want to develop a remake of Tactics II (with a couple SC2 flares of course). Guess I have a nostalgic streak for the game that got me started.
  7. Baron, I had a similar idea awhile back for TalonSoft's ACOW. I cut my gaming teeth on Tactics II and Blitzkrieg. I never found the time for the conversion though and the engine just wasn't quite what I needed. I agree this may be perfect and I was actualy going to try for a Tactics II remake. Anyway, I did a search on Ebay and found enough hits with pictures that I was able to download load a couple with good enough quality to copy. The problem you will have will be converting hex to tile. (I won't have that problem with Tactics II). Good luck, looking forward to it if you finish it.
  8. Although this has probably been addressed in detail, I would agree with both. I have looked into editing to develop the desired "road effect" but it seems the effort would be considerable and would impact just about everything in the game. Maybe that is why Hubert is/was reluctant to include it in the first place (along with it being somewhat irrelevant to the scope he intended the game to cover). Guess I’’ll have to make do with what is there…which is considerable Hubert, thanks again.
  9. Hi to all, great game and great posts. I downloaded the game prior to getting underway and was only able to mess with it for an hour or two. So, this forum is invaluable for setting me up on return to port. Question concerning editing based on the downloaded manual and your posts (keep in mind I do not have the game with me.) 1.) The amphibious landing thing is bugging me. - In the game “as is” it seems you can technically land on any coastal hex. This makes it difficult to simulate the limitations of early amphibious operations. There were very few locations that could support major amphibious landing represented by this games scope. * Can you edit land tiles to prohibit movement for some or all units? * Can you develop new land tiles, i.e. beaches? * If so, would it be feasible to tie Amphibious Operations into Technology. As an example, tech levels1-4 increase amphib bonuses but you are still limited to landing locations, however, at tech 5 all coastal hexes become valid amphib targets - In the game “as is”, if you have the troop numbers available, you can set them up to block all coastal hexes. There is no way to "fight your way" into a guarded beach head, unless you land on an empty tile and move to contact. * Can amphibious transports be given combat capabilities? Once again tie in tech levels to increase amphib lethality and capabilities through research and development. Or allow unloading units on the sea tile adjacent to the occupied coastal tile for a one turn period. If the assault is unsuccessful the attacking unit is significantly reduced (or eliminated)and reloaded in transports 2.) Special Elite unit capabilities - There seems to be incredible flexibility already tied into the game for customizing your units. However I’m wondering: * Can you add a target data category such as Amphibious Attack and Defense? (this would facilitate building Marine Units… ooh-raw!) * Can you tie in terrain modifiers to certain units to simulate specialized training. Examples would be, mountain troops can negotiate and receive better combat modifiers in mountain terrain than normal troops; cold weather troops receive similar bonuses for snow and ice conditions and advanced Marine units could negotiate marshes and rivers more effectively. * Can you tie “elite” only reinforcements for designated units. This would obviously simulate the additional cost and time required to train Marine, Mountain, Airborne, Special Forces units and replacements 3.) Terrain tiles - To address a common complaint I have heard in SC2 and SC1 forums concerning lack of roads and railroads. Can you: * develop new tile “major road/railway” overlays (using modified existing border tiles). Associate normal open terrain attributes to the tiles with road overlays and then adjust the other tiles (including open terrain) to effect more difficulties in movement. Of course this would probably also require adjusting unit action points.
  10. I have read through the forum threads and I'm impressed with the scope and detail of the SC fans input. Although most seem to be focused on the WWII grand Strategy theme ...imagine that Allow me to focus my comments on another major characteristic of this game.... it's scope as a moddable wargamming engine!!! 1. Railroads, roads, bridges, beachs, marsh/swamp, hills, rough terrain, airfields, ports and smaller urban areas ... You get the idea. Please consider including them, especially given the editing and modding capabilities of this game. With the new editing capabilities it is feasible to adjust scope and scale as desired. This would make the dynamics of mobility extremly important. 2. Units - Add Artillery... some grand strategy games may be set up at a divisional level vice army or group. - Allow editing of engineer capabilities (combat assualt, fortification capabilities, bridging, rail repair...etc.) - Allow editing of units to represent Special forces or second line/garrison forces (morale, experience, airborne capability, amphibious assualt bonus.) 3. If not already done increase depth of naval and air model (intercept, interdict, escort, assualt, patrol, deny, etc.) Please consider adding the above to your already exceptional game. The potential moddability would be incredible. Example: lets say a couple of us old fossil wargammers, who cut their teeth on Avalon Hill's TacticsII, wanted to recreate that experience in the SC environment. What a beer and pretzle game that would make!!! The inclusion of the above features would be crucial. Hoo-yah!!!
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