From: Clarksville, VA.
A few other enhancement suggestions...
Campaigns: Provide more campaign options. Currently, if individuals want to play an American Revolutionary War campaign starting in 1775, they only have two options - a 76 turn campaign and the Full Campaign - 392 turns if my math is correct! These are LONG games - especially the Full campaign! It would be nice to have more options for shorter turn campaigns starting in 1775 - maybe 50 or 25 turns (with adjusted victory conditions).
Strategic View: Have an "at a glance" view that lists all towns and current ownership of them. After all, town control is how players win the game!
Winning: Have an on screen "barometer" that displays how close a side is to winning or losing the game. It would show a running points total of captured towns and forts plus battles and engagements won.
Recruitment: Have an "at a glance" view that lists what towns have available friendly recruits for a specific turn. It could be incorporated into the town ownership "at a glance" view. Have town hot links in this menu that would allow players to "jump" to the specific listed town so players could view the town location, and immediate surrounding region. This function would provide players with better information to make recruitment decisions.
Sea Transport: Have fleet counters on the map. Fleets would need to be adjacent to the appropriate friendly port AND the troops to be transported by sea would also need to start their turn in the appropriate friendly port. Would force players to think strategically and to plan several turns in advance in order to have fleets physically available to transport troops. For example, under the current game system, if a player controls both Boston and Savannah (sea ports), troops may be transported by sea from EITHER port subject to the nation's sea control value. However, these two ports are at least 6-8 weeks sailing distance apart and it would be unrealistic to believe the British or much less the Americans, had the fleet capacity to maintain large sea transport capacity at both these ports simultaneously, much less at EVERY friendly-controlled port EVERY turn! Also, from a realism standpoint, the small Continental Navy could not contest British control of the seas and used privateers to conduct "hit and run" attacks against British commerce and transport ships supplying their forces in the colonies. Again, from a realism standpoint, the Continental Navy should have no sea transport capability, but maybe have the ability 1-2 times per game to interdict British supplies in one region (New England, Middle Colonies, or South), for example, reducing a randomly selected enemy formation in a chosen region to "less then 50% supplied."
Loot: Current image icon representing a looted town is bad. Replace with an animated image that looks more like smoke plumes.
Battles - Non-tactical: Eliminate scrolling battle results window. Slows down game play and is too repetitive without providing useful player information. When a battle is initiated, have appropriate sound effects and after a brief pause, display battle results.
I'll add to this list as other enhancements come to mind.
< Message edited by mwest -- 9/24/2010 9:22:30 PM >
Regards, - Mike
"You have to learn the rules of the game. And then you have to play better than anyone else." - Albert Einstein