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RE: going operational

 
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RE: going operational - 8/26/2010 5:13:07 PM   
Andrew Loveridge


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Both Field of Glory and Battlefield Academy have server based PBEM systems, but are currently only set up for 1 on 1 games.

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Post #: 31
RE: going operational - 8/26/2010 7:19:48 PM   
Jeffrey H.


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quote:

ORIGINAL: Zemke_4

I will do a google search, but do you have any further information on this game, the name or where the review was? I would be very interested in taking a look.

I think a game that could do this would revolutionize PBEM team games forever!


The reviewer was "Out of Eight" and the specific review was Battlefield Academy. The reviewer also linked to another title with the same system.



< Message edited by Jeffrey H. -- 8/26/2010 7:28:28 PM >


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RE: going operational - 8/26/2010 7:24:56 PM   
Wolfe


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From: Shropshire, UK
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quote:

ORIGINAL: Zemke_4


quote:

ORIGINAL: Jeffrey H.


quote:

ORIGINAL: Zemke_4

For me the holy grail of team wargaming would be a system where all players can be doing their turn at the same time, then the files are "merged" into two master files and exchanged, or something similar.  This would solve largest problem with team games, the length of time it takes to get the file back, creating a less than idea turn around time for the files.  IF this could be done via programing, then you could have huge team games, and a chain of command several layers deep, from Theater to Army Group to Army to Corps, with all players trying to execute their higher commander's "intent", truly this would be a land mark game.



I recall reading a review recently of a game where the PBEM system is handled on a single server and people log into theserver and complete their turn. The server displays the current status, and who's turn is pending. It's great from a visiblity standpoint, no more "who's got the turn" emails. It could also be extended to keeping stats on player response times. So you could know ahead of time who's quick with the turnarounds and who isn't.

The main drawback is of course your game is server based, and if the plug ever get's pulled on the server, or they decide to start charging just for server access, you lose.



I will do a google search, but do you have any further information on this game, the name or where the review was? I would be very interested in taking a look.

I think a game that could do this would revolutionize PBEM team games forever!


Empires of Steel ?

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(in reply to Zemke_4)
Post #: 33
RE: going operational - 8/27/2010 2:39:34 AM   
jomni


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The production aspect of AT made the WW2 scenarios "ahistorical".
With the title's focus on historical accuracy, it seems natural to curtail the production aspect.

I have AT but never really gotten any longterm satisfaction from it.

< Message edited by jomni -- 8/27/2010 4:47:51 AM >


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RE: going operational - 8/27/2010 3:38:16 AM   
krupp_88mm


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what i would like to see in place of production is more cards that let you personalize your divisions,.. maybe a card you could play, like extra ammunition,

'load up' play a card for free tell your soldiers to strip non essential gear and grab and extra case of ammo and food.. would do something like increase a units supply capacity, but lower combat effectiveness and speed(or stats change),......

or another card, 'light forces', order your troops to abandoned nonessential equipment and supplies, consequence soldiers have less supply and readiness and combat power(or stats change) but gain more action points or speed, and lower transport costs.....

or a card for fighter units or bomber units to determine which doctrine the use maybe a card for bombers,
'bug out' at the first sight of hostile danger your bomber pilots bravely run away away... bravely run away... increases chance of bomber attacks RTB, especially during engagements, but lowers their losses in combat the list goes on the possibilities are endless

quiet frankly the AT production system is a cruel joke, can order your factories to switch between infantry and bomber production like a light switch, maybe be nicer to play cards or spend pp that puts special request to HQ for specific unit reinforcement types, maybe theirs a card that increases the chance of you getting heavy tank unit as opposed to a light if you pay, or maybe a card that might get you an experimental tank bttln, but would increase the chance of you getting those type tanks earlier if you request it, especially so if the experimental unit gets X number of exp points before date XX

now if you were to somehow find the resources to make this an all out world wide game, then i could see production being used, but the system should be significantly more limited in what you can produce by factory tooling time, realistic research, political pressures and or resources

< Message edited by krupp_88mm -- 8/27/2010 3:50:56 AM >

(in reply to jomni)
Post #: 35
RE: going operational - 8/27/2010 7:11:26 AM   
colberki

 

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Joined: 6/16/2007
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AT was a bit ahistorical for me too. I stopped playing after a short while. I think DCWtP is perfect. Reminds me of the old SSI game Drive on Stalingrad. I have bought the game yesterday like I said I would. I was browsing it at lunch time. Fantastic content the historical like cards are wonderful. I cant for next release of this new series. I will want to get all of them if the quality and innovation is maintained.

On War in the East, no doubt that it will be the ultimate Eastern Front game ever when it's released. Personally I would also have liked to see the elements in War in Russia retained ie limited research and production, forces allocation in the West and Italy. But DCWtP is operational like DoS, it better without them.

Been waiting for such a game a long time! Expect to actually play this game a lot while waiting impatiently for the next in the series - France 1944 or Eastern Front.

(in reply to Zemke_4)
Post #: 36
RE: going operational - 8/27/2010 7:11:54 PM   
Widell


Posts: 913
Joined: 4/27/2005
From: Trollhättan, Sweden
Status: offline
quote:

ORIGINAL: colberki
AT was a bit ahistorical for me too.


Except for the scenarios without production and research, yes/no?

(in reply to colberki)
Post #: 37
RE: going operational - 8/27/2010 9:09:02 PM   
TPM

 

Posts: 349
Joined: 2/8/2007
Status: offline

quote:

ORIGINAL: krupp_88mm

what i would like to see in place of production is more cards that let you personalize your divisions,.. maybe a card you could play, like extra ammunition,

'load up' play a card for free tell your soldiers to strip non essential gear and grab and extra case of ammo and food.. would do something like increase a units supply capacity, but lower combat effectiveness and speed(or stats change),......

or another card, 'light forces', order your troops to abandoned nonessential equipment and supplies, consequence soldiers have less supply and readiness and combat power(or stats change) but gain more action points or speed, and lower transport costs.....

or a card for fighter units or bomber units to determine which doctrine the use maybe a card for bombers,
'bug out' at the first sight of hostile danger your bomber pilots bravely run away away... bravely run away... increases chance of bomber attacks RTB, especially during engagements, but lowers their losses in combat the list goes on the possibilities are endless

quiet frankly the AT production system is a cruel joke, can order your factories to switch between infantry and bomber production like a light switch, maybe be nicer to play cards or spend pp that puts special request to HQ for specific unit reinforcement types, maybe theirs a card that increases the chance of you getting heavy tank unit as opposed to a light if you pay, or maybe a card that might get you an experimental tank bttln, but would increase the chance of you getting those type tanks earlier if you request it, especially so if the experimental unit gets X number of exp points before date XX

now if you were to somehow find the resources to make this an all out world wide game, then i could see production being used, but the system should be significantly more limited in what you can produce by factory tooling time, realistic research, political pressures and or resources


Just want to throw in here that the beautiful thing about AT was it's flexibility...yes, in the standard game a production city could produce anything at the flip of a switch, but you could always edit it so that a city could only produce a certain thing, like tanks, etc.

(in reply to krupp_88mm)
Post #: 38
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