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RE: WarPlan Dev Diary #4 - Production

 
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RE: WarPlan Dev Diary #4 - Production - 10/9/2019 6:19:03 PM   
Alvaro Sousa


Posts: 3406
Joined: 7/29/2013
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The oil rules have 2 different effects between the Axis and the Allies.

For the Axis it is about saving and using. Making a strategic goal and implementing it. You can't invade England, invade Russia, invade Spain, invade Syria all at once. You just don't have the oil. You need to stockpile it. You need to realize how many planes and tanks you can build without overwhelming your stockpile and depleting yourself.

For the Allies stockpile is no issue. They get plenty of oil each turn. Building too many oil dependent units will create a problem of supply overseas. It might blow through their turn stockpiles too fast rendering some units not doing anything. You can have all the oil in the world but not have enough at the front lines. Oil dependent units use more supply stockpile. An example is Russia just building armor and air. Besides certain tactical and production deficiencies of this strategy they might blow through their turn oil stockpile rendering some units doing nothing.

Manpower balance depends on strategy really. There are strategies to make manpower a weapon in the game. But I won't reveal them.

I am not giving anyone any hints on deep strategy. I want that adventure reserved for the players.

_____________________________

Games worked on

Designer of the Strategic Command 2 products
- Brute Force (mod)
- Assault on Communism
- Assault on Democracy

Designer of the Strategic Command 3 products
- Map Image Importer

(in reply to sPzAbt653)
Post #: 31
RE: WarPlan Dev Diary #4 - Production - 10/10/2019 7:57:06 AM   
Meteor2


Posts: 307
Joined: 7/20/2009
From: Germany
Status: offline
Quite interested to see this myself in 2 weeks.
Were the internal testers able to follow (not reproduce) history (more or less) in their games against the AI?
Have they been confronted with plausible considerations and concerns with the mentioned mechanics?
If Germany not helping the Italians in NA?
If Barbarossa not started in mid 41, but in 42? Will the SU start conquering the west?
If the Balkanfeldzug not happening and so Barbarossa starting in Mai 41?

When strategic decisions are of more importance, I am very exited, to dive into WAR PLAN.

(in reply to Alvaro Sousa)
Post #: 32
RE: WarPlan Dev Diary #4 - Production - 10/10/2019 1:54:25 PM   
Alvaro Sousa


Posts: 3406
Joined: 7/29/2013
Status: offline
I can't make a game balanced to recreate history. I can make a game based on history. Different skill sets, strategies, and luck make it almost impossible to accurately recreate history. What you will get is a very deep thinking game. As I, and the beta testers, tested the game we found various strategies decisions that can be used to play yet there are no events in the game or decision questions. The depth is mostly the strategic planning of offensives and use of resources.

Results may vary. But that is what makes it fun. You will have blow out games in one direction or the other. World in Flames has been around for decades and it still can't recreate a perfect balanced game because it's almost impossible to get everyone to the finish line for a photo finish game. That's actually quite boring. You need some games where you just mow down the opponent and put your foot on his defeated armies and wave the flag of victory. It's good for the ego.

I just hope the players like it.

_____________________________

Games worked on

Designer of the Strategic Command 2 products
- Brute Force (mod)
- Assault on Communism
- Assault on Democracy

Designer of the Strategic Command 3 products
- Map Image Importer

(in reply to Meteor2)
Post #: 33
RE: WarPlan Dev Diary #4 - Production - 10/10/2019 9:52:21 PM   
Michael T


Posts: 4023
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
Is it possible to see the manual? Or at least some parts that are finalised?

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'Deus le Volt!'
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(in reply to Alvaro Sousa)
Post #: 34
RE: WarPlan Dev Diary #4 - Production - 10/11/2019 4:01:41 AM   
Alvaro Sousa


Posts: 3406
Joined: 7/29/2013
Status: offline
They are working on it as we type. It's 95% done on their end.

_____________________________

Games worked on

Designer of the Strategic Command 2 products
- Brute Force (mod)
- Assault on Communism
- Assault on Democracy

Designer of the Strategic Command 3 products
- Map Image Importer

(in reply to Michael T)
Post #: 35
RE: WarPlan Dev Diary #4 - Production - 10/24/2019 2:44:01 PM   
blackcloud6


Posts: 435
Joined: 8/13/2002
Status: offline
I'm not into the production thing. Usually this part of grand-strategic games cause a massive analysis paralysis on my part. is there a setting to just let the game go with a historical production schedule?

(in reply to sPzAbt653)
Post #: 36
RE: WarPlan Dev Diary #4 - Production - 10/24/2019 3:15:31 PM   
Alvaro Sousa


Posts: 3406
Joined: 7/29/2013
Status: offline
No.

_____________________________

Games worked on

Designer of the Strategic Command 2 products
- Brute Force (mod)
- Assault on Communism
- Assault on Democracy

Designer of the Strategic Command 3 products
- Map Image Importer

(in reply to blackcloud6)
Post #: 37
RE: WarPlan Dev Diary #4 - Production - 10/24/2019 11:28:47 PM   
Captjohn757

 

Posts: 58
Joined: 1/7/2017
Status: offline
Oil doesn't go bad. Oil can be contaminated; the chemicals added to it can deteriorate. But oil itself doesn't degrade --- it's been in the ground forever (well, at least thousands of years) and its composition doesn't change while it awaits refining. Petrochemical products (such as gasoline), however, can and do become degraded. Undoubtedly a 2,000 lb. bomb on an oil storage tank (Ploesti comes to mind) can wreak havoc. Overall, your emphasis on the weight that the availability (or lack thereof) that oil carried in WWII is well-founded.

(in reply to Daniele)
Post #: 38
RE: WarPlan Dev Diary #4 - Production - 10/27/2019 3:09:06 AM   
Saturn V

 

Posts: 28
Joined: 9/12/2013
Status: offline
I'm late to the party on this one, I only just became aware of this game. What I've seen is very encouraging so far. But I do have a nitpick based on the screenshot in the opening post: columns of numbers should be RIGHT-ALIGNED. The numbers shown in the top left of the screenshot are left-aligned, and that's just not right, typographically speaking. It makes it harder to read the numbers and compare them as necessary.

This is something I frequently see nowadays with games, columns of numbers left-aligned. Please, for the sake of my eyes, right-align columns of numbers.

(in reply to Captjohn757)
Post #: 39
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