Optional turn scale.

PSP/DS/PC/MAC : WWII turn based grand strategy game

Moderators: firepowerjohan, Happycat, rkr1958, Slitherine Core

Post Reply

Does the game need a turn time scale option?

No, 20 days per turn is perfect so no need for any option
3
10%
Yes, add a option for monthly turns
1
3%
Yes, add a option for 14 day turns
5
17%
Yes, add a option for 10 day turns
5
17%
Yes, add a option for 7 day turns
15
52%
 
Total votes: 29

firepowerjohan
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1878
Joined: Mon May 22, 2006 7:58 pm
Contact:

Optional turn scale.

Post by firepowerjohan »

Does the game need an option for selecting how long a turn should be or is the 20 day turns all that is needed?

Edit:
Note that game parameters will be adjusted to fit with the option, so unit prices length of winter research times, building time, morale and everything else wil be fitted to fit the game.
Last edited by firepowerjohan on Mon Jul 02, 2007 5:41 pm, edited 3 times in total.
Johan Persson - Firepower Entertainment
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
ancient
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 45
Joined: Mon Jun 19, 2006 2:58 am

Post by ancient »

It depends, will the game parameters be adjusted accordingly?
alaric318
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 88
Joined: Wed Jun 20, 2007 3:55 pm

Post by alaric318 »

hi, 7 day turns can give to players very much control over all facets on the game, well, over three times control that with 21 day turns, i think it is not the most needed feature but two ways to play each scenario will enhance greatly gameplay and replayability, aside more production is better, casualties are less valuable and reduced the luck factor and fog of war surprises, a shock unit between armor and infantry will be good feature, mech infantry, will be much work, however, i think. maybe the developers do not have time for all requests, as usually happen with most of the games on the market, and a scale for 7 days each turn can give in mi opinion two main problems that the developers are going to adress...,

first... technology advances, maybe random research can be adjusted to make 1/3 effect on research from it is at 21 day turns, so with regular research, it cannot be done by modding and three times research before barbarossa can be enough to the axis powers to finish with the russians

second... winter effects, again over russian front, if germany suffer from winter 41 that is the most important, starting as set at tech - "organisation" level 3 and recover in 7 days what it recover usually in 21 days and in adding to it the turns of penalty the russians have 1/3 "attack strength", all this can enhance much the chances on the russian front for an axis victory,

i have try to stand at issues that at this time, before scenario editor, only developers can adress on the game engine, if scenario editor do not allow to change about technology and winter effects problems adressing this issues will be only can adressed by the developers, will like what others think about all this,

with best regards,

alaric.
IanF1966
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 70
Joined: Tue Jun 26, 2007 1:53 pm
Location: UK

Post by IanF1966 »

Personally, I find weekly turns much more immersive and interesting and recreate historical times for battles.
davetheroad
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 154
Joined: Wed Jun 13, 2007 6:59 am

Post by davetheroad »

While weekly turns sound attractive I would not imagine most people being willing to fight the entire war in such a time scale. I voted for 10 days for the simple reason that it exactly divides into 20 making the various calculations easier? and still gives you twice as many turns to play with.

Perhaps this would prove more useful for shorter scenarios especially if users start designing 'operational' scenarios with larger scale maps. For example you may be able to design various east front battles such as Barbarossa, Stalingrad etc etc.

Dave
Redpossum
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1814
Joined: Thu Jun 23, 2005 12:09 am
Location: Buenos Aires, Argentina
Contact:

Post by Redpossum »

Wait a minute.

The italian garrison units can barely move as it is. If you make the turns 7 days, and cut their movement to 1/3 accordingly, they'll be totally immobile.
IanF1966
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 70
Joined: Tue Jun 26, 2007 1:53 pm
Location: UK

Post by IanF1966 »

possum wrote:Wait a minute.

The italian garrison units can barely move as it is. If you make the turns 7 days, and cut their movement to 1/3 accordingly, they'll be totally immobile.
In the mod I left the move rates as they were. It works fine.

In reality, an 8-hour day of hiking/marching in ideal terrain/conditions means men can cover 4 miles per hour / 30 miles per day.

1 hex =32 miles so:
This is 210 miles per week or 6 (6.56) hexes moved.

However:

Units are composed of around 5 divisions, with horse-drawn assets, vehicles and no doubt break-downs, logistics and other variables are factored in: repair, servicing, eating, casulaties, prisoners of war etc. so I doubt you will ever get an 'ideal' move rate.

Also, in combat situations and enviroments, units will never march at normal speed, they use combat movement which is slower.
therlun
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 105
Joined: Thu Apr 07, 2005 11:45 pm
Location: Germany

Post by therlun »

I actually liked the tight "turn management".
Its another kind of resource you have to handle.

In MP it might me more advantageous for the Axis player, as delaying tactics of the Allies are a bit less devastating that way.
Post Reply

Return to “MILITARY HISTORY™ Commander - Europe at War : General Discussion”