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.
Optional turn scale.
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Optional turn scale.
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)
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
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.
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.
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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
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
In the mod I left the move rates as they were. It works fine.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 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.