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RE: WitE 2 - 1/9/2018 7:07:15 AM   
Stelteck

 

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I sometimes play with the idea of something like that :
- German morale do not go down, but the german army have no replacement, or really, really little. (Not taking into account of course Hiwi, returning for disabled, etc..).

If the german army want replacement, they have to pay it with national morale points... (Price to be discussed. Maybe 1 points for 100K or 200K men).

(in reply to uw06670)
Post #: 1441
RE: WitE 2 - 1/9/2018 7:13:10 AM   
No idea

 

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quote:

ORIGINAL: Wheat

No one official or unofficial commented on my suggestion. Either everyone thinks it was totally dumb, or (my preference), everyone agrees it is totally awesome.

"I wish there was some way to modify morale adjustment, for achieving certain objectives, rather than the blanket "its 1942, so your morale goes down".

For example, if Germany had captured Moscow and Leningrad in 41, would their morale sink the same in 1942 as it did? Right now WITE has hard coded results REGARDLESS of how good or bad you are doing relative to history. Wish that could change in WITE2."



The problem with this are snowball effects. The more you conquer, the easier is to keep on conquering.

I think conquering important places should come with its own, real effects. Getting Moscow should disrupt soviet communication lines (and perhaps halving APs gain for a while?). Getting the south all the way to the Caucasus should give you resources which should be very needed for the germans (currently you dont have any problems with resources as Germany. Even the soviets should run into some fuel problems if they lose the Caucasus. They got a good % of its crude production from the Caucasus, after all).

(in reply to Wheat)
Post #: 1442
RE: WitE 2 - 1/9/2018 9:03:24 AM   
loki100


Posts: 4488
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From: Lochan nan balgair-dudh
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quote:

ORIGINAL: Wheat

No one official or unofficial commented on my suggestion. Either everyone thinks it was totally dumb, or (my preference), everyone agrees it is totally awesome.

"I wish there was some way to modify morale adjustment, for achieving certain objectives, rather than the blanket "its 1942, so your morale goes down".

For example, if Germany had captured Moscow and Leningrad in 41, would their morale sink the same in 1942 as it did? Right now WITE has hard coded results REGARDLESS of how good or bad you are doing relative to history. Wish that could change in WITE2."



well its been made clear the game is still in alpha, so I doubt that much has been absolutely ruled in/out.

Beyond that, I think there are two problems with this.

First, and this affects WiTE as well NM is probably mislabelled. Its meant to reflect base training etc as much as some concept of morale as such. So essentially Germany is pulling in more and more people not best suited to roles in combat infantry and training them less and less as the war goes on. Now if their version of Barbarossa had any basis in reality this wouldn't have mattered as the collapse the Soviet Union would have enabled a much reduced military commitment simply to hold down the conquered territory. On the other side the Soviets are able to offer better training than their approach in late 1941 of essentially chucking fresh recruits into a formation and committing it to combat (plus also relearning their own doctrines etc). Again, of course, this depended on actually holding the line in 1941.

Second, I suspect is the issue of modelling and balance. The problem would be that you identify a set of locations/period of time ... its not that hard to imagine the more 'results-focussed' players then distorting game play to achieve precisely those affects.

So I agree the hard wired shifts are frustrating - though I think the title NM doesn't help here - but not so easily convinced that the alternatives would actually work either
quote:

ORIGINAL: Stelteck

I sometimes play with the idea of something like that :
- German morale do not go down, but the german army have no replacement, or really, really little. (Not taking into account of course Hiwi, returning for disabled, etc..).

If the german army want replacement, they have to pay it with national morale points... (Price to be discussed. Maybe 1 points for 100K or 200K men).



Worth noting that WiTE2 will have events. No idea how far this could be pushed but it maybe feasible to create an event along these lines, but that would be a matter of modding the base game?

< Message edited by loki100 -- 1/9/2018 9:06:14 AM >


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(in reply to Wheat)
Post #: 1443
RE: WitE 2 - 1/9/2018 3:22:33 PM   
Red Lancer


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NM is no longer hard coded and can be adjusted in the editor. I'd like NM linked to available manpower but even I don't get all I'd like.

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WitE & WitW Dev

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Post #: 1444
RE: WitE 2 - 1/10/2018 7:08:05 AM   
No idea

 

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Joined: 6/24/2011
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Any chance we get DDs (developer diaries) anytime soon?

(in reply to Red Lancer)
Post #: 1445
RE: WitE 2 - 1/10/2018 9:24:09 AM   
Red Lancer


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I don't think any of us has the time to write a diary otherwise we'll be adding another year to development. We are making progress on a number of fronts as Joel wrote not so long ago. One recent change that might interest people is that we have increased the cost to move through Heavy Woods (Forest) depending on the road value of the hex. This mainly effects the terrain approaching Leningrad and north of V Luki. This means we have to show roads a bit better. Here's a screenshot I just happened to have close to hand but we still have a bit more work to do. Hope you like the new look swamps too.




Attachment (1)

< Message edited by Red Lancer -- 1/10/2018 9:31:11 AM >


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WitE & WitW Dev

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Post #: 1446
RE: WitE 2 - 1/10/2018 11:22:03 AM   
No idea

 

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Interesting thing about roads (altough I agree there should be a way to make them more clear at a glance. Perhaps a new "road map" mode?). I assume taking roads will increase movement in all kinds of terrain and not just heavy woods? (Or you will have you movement decreased in case you dont take one)

Ps. The new swamps look better. And the double and single rail lanes look good too.

Ps 2. I assume the increased cost of movement though heavy woods depending on the road that is taken will also affect supply. Am I right?

< Message edited by No idea -- 1/10/2018 11:24:36 AM >

(in reply to Red Lancer)
Post #: 1447
RE: WitE 2 - 1/10/2018 11:32:18 AM   
SparkleyTits

 

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That looks really nice & I like the idea of roads adding another layer onto existing strategems

The landbridge is also looking like a much more deadly obstacle in the right hands now

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Post #: 1448
RE: WitE 2 - 1/10/2018 12:07:12 PM   
Red Lancer


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There is a new road map mode that highlights the roads but it is likely to change from hex shading to a more distinct version of the road art.

The additional costs for hexes with poorer roads only comes into play with weather and dense terrain (forest, sand and mountain). This means that we now have mountain passes that are separate from rail lines. The costs do effect supply so advancing beyond the Volkhov river is challenging and the hook around the bottom of Lake Ilmen with armour is nigh on impossible. There is also a new administrative road movement rule where units moving in rear areas get reductions in movement costs if there are roads to mimic moving in convoy rather than a tactical advance.

_____________________________

John
WitE2 Asst Producer
WitE & WitW Dev

(in reply to SparkleyTits)
Post #: 1449
RE: WitE 2 - 1/10/2018 7:40:35 PM   
uw06670


Posts: 157
Joined: 3/12/2015
Status: online
Is it weird for me to get excited about virtual roads?

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- Mark

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Post #: 1450
RE: WitE 2 - 1/18/2018 3:21:56 AM   
uw06670


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Joined: 3/12/2015
Status: online
Want to throw this issue out, with an eye towards 2.0

Was playing Soviet vs. human a while back (v 1.9 i think) and one of the things I did was put all my long range bombers in the Crimea and bomb the hell out of Bucharest oil or fuel facilities every turn (Polesti has too much AA). Eventually the % damage was getting quite high and probably there were a few casualties. My opponent never mentioned it (positive or negative) and didn't put more AA or aircraft in the area.

In game terms, it probably didn't make any impact to him, (and he might not have even noticed). If this is the case, then I suggest the game is flawed. True the fuel might not be a big deal short term, but shouldn't there be a "cost" politically for this city getting 100s of bombers attacking it every week? Wouldn't the Romanian leadership suffer and shouldn't national morale go down?

In 2.0 how would this play out? I know air war itself is different, but thinking more of the ramifications for this type of attack.

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Post #: 1451
RE: WitE 2 - 1/18/2018 7:14:28 AM   
martinsmit

 

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Thank you for giving us at least some information about the game. The new map will be beautiful!

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Post #: 1452
RE: WitE 2 - 1/18/2018 8:35:53 AM   
Denniss

 

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Fuel is not really an issue in WitE1 as both sides usually swim in an ocean of fuel. It's hard to fix as one may easily break smaller scenarios.
In WitW the fuel situation is already more criticial and will be so in WitE2.

If you were the general taking away long range bombers from supplying partisans to useless bombing of distant cities Stalin may have ordered to arrest and kill you. Political issues are always on both sides.

(in reply to martinsmit)
Post #: 1453
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