Some Ideas

Commander – Europe at War Gold is the first in a series of high level turn based strategy games. The first game spans WW2, allowing players to control the axis or allied forces through the entire war in the European Theatre.
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Bigfish
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RE: Some Ideas

Post by Bigfish »

Hi Dave,

yes this is right - now you are on the way to write down what i've said above. So i can say your contra is good but no reason that these ships in the game are still missing. Otherwise it is possible to say that the real problem is the lack of unit types. So i think we can say that there should be cruisers added and the advantage should be adjusted?

greets
Bigfish
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targul
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RE: Some Ideas

Post by targul »

I must agree with Big Fish Cruisers are absolutely necessary to represent this portion of the war.  Then each major ship could be available.  Now it appears that the Atlantic is phoney.  No correct representation of the true naval action.
Jim

Cant we just get along.
Hell no I want to kill something!

1st Cav Div 66-69 5th Special Forces 70-73
SMK-at-work
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RE: Some Ideas

Post by SMK-at-work »

You can't do a correct representation of hte Atlantic at all if you simulate naval units the same way as you do land ones.
 
Convoys took 10-14 days to cross the Atlantic - less than 1 move.
 
The Bismark's sortie started on 18 May - on 24 May Hood was sunk, and hte Bismark herself sunk on 27 May - a total of 8 days - less than half a turn.
 
CEAW's system simply cannot possibly replicate it (and neitehr can the major competitor either, which essentially uses the same system)
 
U-boat flotilla's did not sit out in the Atlantic then come home only to be repaired - they had bases from which they sortied regularly.  If boats weer lost in the Atlantic the flotilla was made up by replacements without having to bring boats home........the land war system just doesn't work for the naval war.
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Major Victory
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RE: Some Ideas

Post by Major Victory »

One of the things I quite enjoy in this game is the naval/convoy system. Its simple,yet provides the opportunity for axis player if willing to invest in subs (and tech) to really force the allied player to expend large amounts of production in ASW or risk having their convoys become cannon fodder.

If the axis player also chooses, build battleships instead of air, and go challenge the allies for naval supremacy that way. don't blame the game set up

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IrishGuards
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RE: Some Ideas

Post by IrishGuards »

Where are the swine russian convoys carrying the Oil through the Caspian ..
I wish I could take them through the Black where I have 1 of my 2 Russian BB's on board ... I think Russia should have more fleet .. couple subs .. destroyer ... may be a Super Deadnought CV ... and some Naval guns on shore ...
Seems reasonable .. [X(]
IDG
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RE: Some Ideas

Post by SMK-at-work »

What makes you think they shipped oil on the Caspian?  they had pipelines galore.
 
the Soviets should have no naval units at this scale - the large units they did have were mostly holed up in port and effectively part of the fortifications of Sevastopol and Leningrad.
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firepowerjohan
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RE: Some Ideas

Post by firepowerjohan »

ORIGINAL: SMK-at-work

You can't do a correct representation of hte Atlantic at all if you simulate naval units the same way as you do land ones.

Convoys took 10-14 days to cross the Atlantic - less than 1 move.

The Bismark's sortie started on 18 May - on 24 May Hood was sunk, and hte Bismark herself sunk on 27 May - a total of 8 days - less than half a turn.

CEAW's system simply cannot possibly replicate it (and neitehr can the major competitor either, which essentially uses the same system)

U-boat flotilla's did not sit out in the Atlantic then come home only to be repaired - they had bases from which they sortied regularly.  If boats weer lost in the Atlantic the flotilla was made up by replacements without having to bring boats home........the land war system just doesn't work for the naval war.

Yes and we are aware of that. We chose manual navy instead of Sea Zones since it provides maybe abit more strategy. Games are always a compromise between playability or realism and you can never get one of them to 100% without sacrificing the other.
Johan Persson - Firepower Entertainment
Lead developer of:
World Empires Live http://www.worldempireslive.com/
CEAW http://www.slitherine.com/forum/viewforum.php?f=18
CNAW http://www.slitherine.com/forum/viewforum.php?f=52


cptracks
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RE: Some Ideas

Post by cptracks »

If memory serves the US was the world's largest oil producer at this time, so should be no problems there. British oil constraints sound intruiging tho.... Where did the Brits get their home island oil from?
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Vypuero
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RE: Some Ideas

Post by Vypuero »

IDG is joking
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targul
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RE: Some Ideas

Post by targul »

Actually I like the choose you made betwee sea zones and hexes.  It makes for very interesting play
Jim

Cant we just get along.
Hell no I want to kill something!

1st Cav Div 66-69 5th Special Forces 70-73
pomakli
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RE: Some Ideas

Post by pomakli »

Hello Everybody!
 
a question:
 
Is it possible to add "Handelszerstörer" / pirate ships?
 
Which mayn't battle enemy warships and may not be sink by enemy subs?
 
Thanks
 
Pomakli
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Bigfish
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RE: Some Ideas

Post by Bigfish »

Hi there,

ok here are some other ideas:

- What is about the possibility of evacution forces? If an amphibious assult fails it could be nice to send ships for evacuating the forces from the beach to safe them for further missions.
- Also Airborne Rangers would be nice. The special abillities of these units have to be not running out of supply?

Ok please tell me your opinion.
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