Large Multiplayer Games / Results for Devs / Proposal

Order of Battle is a series of operational WW2 games starting with the Pacific War and then on to Europe!

Moderators: The Artistocrats, Order of Battle Moderators

Post Reply
CarlVon
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 25
Joined: Tue Nov 25, 2014 12:26 am

Large Multiplayer Games / Results for Devs / Proposal

Post by CarlVon »

Hi Guys,

Just so you know, I have a group of guys doing 120 x 120 - very intense multiplayer matches. The engine is running well, everything feels good so far. These are massive, 1945 intense battles. We have noticed that army's should be composed of 70-80% infantry, but that tanks (even in '45) are essential. So are arty, fighters, arty, AA, Recon and Special Forces. It is a very complex game at times, only combined arms will come out a head. Hopefully we will post some screen shots of the next game with remarks on units etc.

Settings example;
- In general right now we are all American units for simplicity.
- 1945 Units
- 120 x 120 hexes (14400 hex map) 3% map congestion level.
- Map is just grassland, with some roads, no where to hide -- very intense, LOTS of recon usage.
- 21000 Starting Gold, 430 per/turn maintenance
- Army Size (approx. due to variable command points): 73 Units EACH * 4 Players
- Air Size: 25 Units EACH * 4 Players

When designing scenarios of this size the number one think you need to do is LIMIT THE AMOUNT OF UNITS on the total map, so it doesn't become congested.

The best way to do this is through command points so far. However because the command points are variable it makes it very difficult.

Funny enough, but command and supply are the same throughout. It would seem to be that command points and supply are overlapping a bit. I would propose supply stay as is, but command points get set to 1 per unit. This would allow the creators control of total units in a mission to avoid congestion, while supply, money and income can be used for the other limiter functions. Let me know your thoughts.

The next issue is interesting, because our current game is 2 v 1 (2 players with a split army and one combined), we ran in to a funny issue. If one player is taking the beating and runs out of cash, the other cannot transfer, this is a big advantage. In the next 1 v 2 game we do, the other commander will get a split army as well. But this is the kind of stuff we see when we push the engine hard like this -- all kinds of weird scenarios.

Best game I own, thanks guys.
coolhandlewke
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 45
Joined: Wed Mar 02, 2016 2:25 am

Re: Large Multiplayer Games / Results for Devs / Proposal

Post by coolhandlewke »

sounds fun carl. how long do the turns take?
Myrddraal
The Artistocrats
The Artistocrats
Posts: 1505
Joined: Wed Feb 23, 2011 2:49 pm

Re: Large Multiplayer Games / Results for Devs / Proposal

Post by Myrddraal »

Thanks Carl, it sounds like you're having fun with the engine, and the observations are interesting.

Could you post a screenshot of the maps you're using?
Erik2
Order of Battle Moderator
Order of Battle Moderator
Posts: 9583
Joined: Thu Jul 14, 2011 12:59 pm
Location: Norway

Re: Large Multiplayer Games / Results for Devs / Proposal

Post by Erik2 »

Interesting project.

Maybe the scenario designer could set a max number of units for land/sea/air units for each faction/player in the editor?
These numbers must be displayed to the players of course.
Post Reply

Return to “Order of Battle Series”