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m3tan

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  1. With #5, perhaps the thing I'm missing is one should bomb the city/town to reduce it's supply value to under 5 for an extended siege? It just seems that there are too many opportunities to rebuild a unit back to 10. Maybe that's because I haven't focused on cutting supply but just bashing the unit. Again, I'm still figuring out some stuff. But generally you'd both agree with my observations for #1-4?
  2. I just started playing SC and think it's a great game overall but I feel the combat system needs some tweaking to yield more realistic results. I've decided to dive head first into designing a campaign but wanted to lay the groundwork for my modified combat system first. I'm still a newbie and I probably haven't picked up on all the nuances yet so I wanted to post my intial observations and get some feedback. Is there some central receptacle or thread I should look for a discussion on enhancing realism? it would be greatly appreciated if more experienced players or guys who have designed major mods could chime in. Thanks. My observations: 1) The unit density is too high and there isn't enough room for maneuver. In many instances, the most important "skill" is how to cycle units in and out to concentrate firepower in one "schwerpunkt". One misclick and you have a logjam. I prefer a more fluid front with less unit density and more opportunity for manuever. The simple fix seems to increase the number of tiles and add ZOC (+1 cost to fire and/or move when adjacent to enemy). 2) U-boats are FAR too powerful against other naval units. There were some instances early in the war of u-boats sinking capital ships but those isolated events have been sensationalized. The u-boat was primarily an instrument of strategic warfare. In SC, it seems much more efficient to hunt capital ships that sit on convoy routes. Also u-boats are killed far too easily when spotted by destoyers or carriers. Hunting for u-boats (and surface raiders) was a maddening experience for the Allies until 1943. Instead of making the map all sea areas, I think the trick is to reduce the firepower of both sides (u-boats and destroyers/carriers) until ASW / Adv subs are developed. 3) The constant shore bombardment of land units on coastal tiles is silly. A battleship could NEVER kill an army. At most it should reduce entrenchment and demoralize slightly. Is there a way to eliminate all damage to land units? I see that battleships and cruisers have a SA of 1 but destroyers 0. I swear I've seen AI Soviet destroyers pounding away at German land strength in the Black Sea... 4) Tanks seems way too cheap. 2 strikes at 4/5 versus 1 strike at 3/3 for an army. Also both stats get boosted with 1 tech instead of 2 with infantry. Yet armor cost 250 and an army 175? Why would one EVER buy an army? 5) The relationship between supply/experience/reinforcements doesn't seem quite balanced. Experience never seems to drop because I have so few veteran units even after years of fighting. Both sides are constantly rebuilding units back to 10. Combat is essentially an all or nothing affair - eliminate the unit entirely or watch a 1 pop right back to 10 next turn. It would seem that if experience was gained more rapidly and there were stiffer reinforcement limits, that there would be a more interesting decision point. And concentrating firepower to eliminate a unit in a single round wouldn't be so pivotal. I've been trying to think of a way of manipulating HQs/supply to do this but it doesn't seem to be allowed by the editor. Is there any way to limit reinforcements?
  3. How does one make upgraded techs only worth 0.5? Is there a compilation of undocumented rules mods?
  4. Thanks. I found it shortly after I posted. IMO it's not a very useful undo. I'm certain I'll get better at avoiding mistakes as I play more, but I find the movement and combat system very unforgiving. If you sequence your moves and attacks in the wrong order, one misclick can block an entire offensive. Also, nothing more annoying than accidentally attacking when the predicted results are 4-0. The undo should allow you to go back several moves. If someone choses to cheat with that, they shouldn't be playing grand strategy games. Go play Counterstrike and enable god mode... Also it appears that if you have an unused move or attack but click on any other unit, that unit becomes spent.
  5. Maybe the answer is obvious but I can't find the undo button and there is no mention of it in the manual. How do you undo moves?
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