AA captured has been replaced by AA killed. I also added that any land unit can move AA.
The movement cost issue has been fixed.
Im fairly certain the losses screen has been fixed in the beta unless something new came up I don't know about
Escorts are supposed to be very weak in 1939. Germany did the most damage to Allied convoys in 1939 per uboat. By 1942 this effectiveness was cut in half. I am current'y in 2 games as the Allies and I have no issues defending my convoys. Managing convoys requires strategic decisions and keeping an eye on the enemy submarines and what lanes they are hunting to appropriately allocate escorts. The UK has gotten extra production, more difficult Sealion, and improved interception rules. Even in the game I am the Axis the battle of the Atlantic seems pretty reasonable. A total of 31 subs were sunk between Sept 1939 and December 1940. That is 10 factors of subs in WarPlan. In my Allied game, which I just loaded up, I have sunk 22 subs by Jan 1941.
The stats stand as this.
22 subs hit @60% repair cost = 144 production cost
vs 37 merchant marine lost + 2 escorts = 410 production cost.
Now unreasonable nor the campaign. He has been good with his subs and I have been diligent hunting him down and paying attention. Skills are evenly matched. My opponent has a healthy 2.84:1 ration of production loss.
Invasions... slow moving invasions aren't the solution here. Players need to patrol and place aircraft to intercept incoming fleets. Right now 1 air and 1 naval get to intercept the incoming invasion force. As the UK you MUST patrol the Eastern Med. You must place fleets in patrolling spots near the UK. And even if they land it doesn't mean the end of the world. In another game I am in the German player tricked me and split my patrol fleets landing in Northern England trying to establish a beachhead in 1940. It was contained and is being destroyed and blockaded. I am trying to think of ways to prevent a quick load and move but frankly there isn't any. Slowing down ships leaves them vulnerable at sea and becomes tedious moving them 1-2 hexes a turn. It opens them to be obliterated by enemy forces. Adds another set of rules to the game. Naval travel wasn't that difficult. The Pearl Harbor strike force took 7 days to cross a map twice the width of the current WarPlan map. The move/operational distances are set to where an Italian navy can't move and invade Gibraltar or Syria in one shot. They have to go out to sea making an island like Crete way more valuable than most other games of the type.
Multiple air attacks - One thing players don't realize is that this has diminishing returns.
for each effectiveness lost the air strike is 2% less effective. So if a unit is at 50% effectiveness an air unit has no further effectiveness loss on it. It does still do physical damage but the chance of that is 16%. At best I use 2 air strikes on a unit and set the rest for direct ground support. I just added this to the manual edits so it is better clarified with numbers.
I hope these explained things.
Here is the deal with WarPlan. It breaks the mold. So players aren't used to the mold being broken. Most games are copies and improvements on older systems. Which is how you improve things. I took a large risk on building such an internally complex game for 1 person. This could have been a total flop. But I felt gamers would appreciate the depth and ease of use the game provides. So there is a lot to be tested and tried. Thus why I am in 4 games to the end online. Luckily I got a new opponent that I am helping with strategy and an experienced one. Each are taking their own strategies and I am trying 2 different strategies. So we will see the results at the end of the games.
What I think players are not used to is the long term patient strategic aspect and planning. As the Allies I am always short resources. I love it. It forces me to think what I need to build up as the UK. It's starting 1941 in both games and I have doubled my # of escorts in lane. I have build a good amount of land units, have build 2 patrol groups. Put a big BEF in France to slow down the German juggernaught. Patrolled the English channel with fleets and based aircraft to stop a potential Sealion. My oil reserves are at 35%. I have to balance and strategize everything which engages my thinking. The game is right where I think it needs me so far.
Most games are point-click, 1 unit attack games. This is vastly different, and still new. So it is improved over time and players keep discovering new strategies. Shoot even I am. Not saying WarPlan is better than other games it is just different. Focuses more on strategy and logistics than tactical maneuvering.
I am glad you are enjoying the game. I have gotten lots of messages of players saying "wow the depth to this is incredible. Each time I play I try something new"
So we keep going. Yours and other players posting concerns, complaints, and recommendation all go in my bug or idea box. I look at these things and deeply consider them. Some I might save for the next version. Sales have been higher than expected which means people like it.
So keep posting. BTW after the PBEM games I will be playing the A.I. to improve it.
Creator Kraken Studios
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3