CEAW 2 wishlist
Moderators: firepowerjohan, Happycat, rkr1958, Slitherine Core
...Commander - WORLD at War
Think about it. You may have to sacrifice a little map detail and quality to accommodate the larger scale, but IMHO it would be worth it.
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- Corporal - 5 cm Pak 38
- Posts: 47
- Joined: Sun Aug 03, 2008 2:02 pm
1) Separate carrier air units.
2) Separate transports for amphibious landings. The expense and logistics of this makes Sealion a lot harder and more realistic.
3) Specialized land units (e.g., mountain troops that move better than one in mountains and better than two in rough terrain, and maybe attack better, too. Also, possibly marines with an amphibious attack advantage, and paratroopers that can be dropped behind enemy lines, but are lighly armed).
4) Jet sound effect for fully upgraded fighters. (I know this is small bore, but it bugs me to hear jets make the propeller sound.
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2) Separate transports for amphibious landings. The expense and logistics of this makes Sealion a lot harder and more realistic.
3) Specialized land units (e.g., mountain troops that move better than one in mountains and better than two in rough terrain, and maybe attack better, too. Also, possibly marines with an amphibious attack advantage, and paratroopers that can be dropped behind enemy lines, but are lighly armed).
4) Jet sound effect for fully upgraded fighters. (I know this is small bore, but it bugs me to hear jets make the propeller sound.

Wish list items
1. Make entrenching probabilistic. Supply status divided by 4 should be about right. So at supply state 5 a unit always entrenches with a 25% chance for two levels. At supply state 1 there would be only a 25% chance. After all, entrenchments require supply.
2. Require supply state 3 or better to upgrade tech. Beach and air resupply don't seem to have the right capacity for large unit retooling.
3. Place new units on the map at the current tech level rather than the tech level at the time the order was placed. This would fix the annoyance of factories continuing to turn out the old stuff even after tooling up for the new and seeing the latest tech not from the factory but on a field upgrade a thousands of miles away.
4. Allow units to be disbanded with a recovery of something like 50% of manpower and 20% of production points. This would also allow the UK to base aircraft in Malta or Gibraltar.
5. In the fast play game, give BB's at least some chance to cause a step loss when firing shore bombardment.
2. Require supply state 3 or better to upgrade tech. Beach and air resupply don't seem to have the right capacity for large unit retooling.
3. Place new units on the map at the current tech level rather than the tech level at the time the order was placed. This would fix the annoyance of factories continuing to turn out the old stuff even after tooling up for the new and seeing the latest tech not from the factory but on a field upgrade a thousands of miles away.
4. Allow units to be disbanded with a recovery of something like 50% of manpower and 20% of production points. This would also allow the UK to base aircraft in Malta or Gibraltar.
5. In the fast play game, give BB's at least some chance to cause a step loss when firing shore bombardment.
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- Lance Corporal - SdKfz 222
- Posts: 28
- Joined: Fri Mar 27, 2009 2:02 pm
Replay function
In an otherwise cool game, the lack of a replay function of your opponent's turn is astonishing. That's basic in most newer (and older, for that matter) wargames. Should be first priority in an update, IMO.
Re: Replay function
If you replay the turn you will invariably know where the opponents units are in fog-of-war and also know where the subs are if you spot them in the first turn.Amicofritz wrote:In an otherwise cool game, the lack of a replay function of your opponent's turn is astonishing. That's basic in most newer (and older, for that matter) wargames. Should be first priority in an update, IMO.
Re: Replay function
julyderek wrote:If you replay the turn you will invariably know where the opponents units are in fog-of-war and also know where the subs are if you spot them in the first turn.Amicofritz wrote:In an otherwise cool game, the lack of a replay function of your opponent's turn is astonishing. That's basic in most newer (and older, for that matter) wargames. Should be first priority in an update, IMO.
Re: Replay function
That isn´t true. With a replay last turn option, you see your opponents movements like you do when playing against AI with the fog of war option on.julyderek wrote:If you replay the turn you will invariably know where the opponents units are in fog-of-war and also know where the subs are if you spot them in the first turn.
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- Corporal - 5 cm Pak 38
- Posts: 47
- Joined: Sun Aug 03, 2008 2:02 pm
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- Lance Corporal - SdKfz 222
- Posts: 28
- Joined: Fri Mar 27, 2009 2:02 pm
replay function
In a normal replay with FoW on, you should off course only see what can normally be seen. This is the case in the games I have played with a replay function. I sorely miss the thrill of watching your foe's turn unfold, move by move and battle by battle.
And yes, an UNDO button would be nice (if your move hasn't given any new info, off course, then it can't be undone).
And yes, an UNDO button would be nice (if your move hasn't given any new info, off course, then it can't be undone).
Re: replay function
One problem with undoing a turn that hasn't given you any new information is how do you define that. For example a move that didn't reveal any additional units due to fog of war still is new information. That is, you know the enemy isn't there. So if you were allowed an undo in that case then you could be keep moving and undoing until you did discovered the enemy.Amicofritz wrote:And yes, an UNDO button would be nice (if your move hasn't given any new info, off course, then it can't be undone).
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- Captain - Heavy Cruiser
- Posts: 928
- Joined: Fri Oct 03, 2008 12:38 am
- Location: Connecticut, USA
Re: replay function
That's a really good point. Maybe only moves that didn't reveal any previously unrevealed hexes could be undone. This is probably why they didn't bother with an undo move in the first place; you could only use it in very limited situations and they decided it wasn't worth it.rkr1958 wrote:One problem with undoing a turn that hasn't given you any new information is how do you define that. For example a move that didn't reveal any additional units due to fog of war still is new information. That is, you know the enemy isn't there. So if you were allowed an undo in that case then you could be keep moving and undoing until you did discovered the enemy.Amicofritz wrote:And yes, an UNDO button would be nice (if your move hasn't given any new info, off course, then it can't be undone).
Re: replay function
One could (and I do) view the occasional accidental movement of a unit as the fortunates of war. The unit commander misinterpreted their orders. It really bites if this happens to a critical unit or in a critical situation. In one game I'm playing by PBEM, my opponent made such a move and brought it to my attention in his email describing the turn. Of course I could have destroyed the corps and this would have been within the rules of the game. But it wasn't within the spirit, so I left the unit alone and he moved it back the next turn.joerock22 wrote:That's a really good point. Maybe only moves that didn't reveal any previously unrevealed hexes could be undone. This is probably why they didn't bother with an undo move in the first place; you could only use it in very limited situations and they decided it wasn't worth it.rkr1958 wrote:One problem with undoing a turn that hasn't given you any new information is how do you define that. For example a move that didn't reveal any additional units due to fog of war still is new information. That is, you know the enemy isn't there. So if you were allowed an undo in that case then you could be keep moving and undoing until you did discovered the enemy.Amicofritz wrote:And yes, an UNDO button would be nice (if your move hasn't given any new info, off course, then it can't be undone).
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- Corporal - 5 cm Pak 38
- Posts: 47
- Joined: Sun Aug 03, 2008 2:02 pm
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- Administrative Corporal - SdKfz 251/1
- Posts: 126
- Joined: Sat Jan 24, 2009 7:39 am
An option for a MUCH bigger map.
There is such a game in development now, after nearly a decade of being in development it's close to release. I think CAEW needs something like this. WW2 was the most awful, all-encompassing, devastating war in all of human history. Playing from start to finish should feel epic, it should take a long time, or a least be an option there for those that would be interested in it, in expanding the map greatly and having it take that time.
The expanded map should include the whole world to include the Japanese area of operations (allowing an Axis player to try and "link up" all three nations).
A better simulation of rail movement would be nice, actually showing the major railroads and making those subject to attack.
Rivers should be a much greater obstacle than they currently are. Perhaps bridges should be needed (for say at least mechanised and armoured units). This is an obvious choice for an engineering unit to be introduced also.
Amphibious operations need to be much better simulated. Coastal areas should have some sort of differentiation to them between those hexes suitable for invasion, those ideal for it, and those utterly unsuited for it. Having the option to simply land anywhere I chose makes a defenders job so much harder.
Constructable fortifications would also be nice.
There is such a game in development now, after nearly a decade of being in development it's close to release. I think CAEW needs something like this. WW2 was the most awful, all-encompassing, devastating war in all of human history. Playing from start to finish should feel epic, it should take a long time, or a least be an option there for those that would be interested in it, in expanding the map greatly and having it take that time.
The expanded map should include the whole world to include the Japanese area of operations (allowing an Axis player to try and "link up" all three nations).
A better simulation of rail movement would be nice, actually showing the major railroads and making those subject to attack.
Rivers should be a much greater obstacle than they currently are. Perhaps bridges should be needed (for say at least mechanised and armoured units). This is an obvious choice for an engineering unit to be introduced also.
Amphibious operations need to be much better simulated. Coastal areas should have some sort of differentiation to them between those hexes suitable for invasion, those ideal for it, and those utterly unsuited for it. Having the option to simply land anywhere I chose makes a defenders job so much harder.
Constructable fortifications would also be nice.
Would that be MWIF?OzHawkeye wrote:An option for a MUCH bigger map.
There is such a game in development now, after nearly a decade of being in development it's close to release.
If so, personally I think one of the biggest draws for CEaW is that it offers an alternative to the scale and learning curve required to play MWIF well. I've stated this before and I know I'm bias here but I believe that CEaW with the BJR mod offers one of the best corps level simulation/gaming experience for WWII in Europe. CEaW is easy to learn, fun to play, hard to master and you can complete a game in a few weeks versus a year or more.
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- Administrative Corporal - SdKfz 251/1
- Posts: 126
- Joined: Sat Jan 24, 2009 7:39 am
Yes.rkr1958 wrote: Would that be MWIF?
True, CAEW shines in areas that MWiF will not, and I'm not suggesting that they should be lookalikes. There is a market for "light" hex-based, corps level WW2 simulations just as there is one for MWiF, or for that matter, HOI etc etc etc.rkr1958 wrote: If so, personally I think one of the biggest draws for CEaW is that it offers an alternative to the scale and learning curve required to play MWIF well. I've stated this before and I know I'm bias here but I believe that CEaW with the BJR mod offers one of the best corps level simulation/gaming experience for WWII in Europe. CEaW is easy to learn, fun to play, hard to master and you can complete a game in a few weeks versus a year or more.
What no-one has done yet I think however, is combine the ease of use and gentle learning curve of a game like CAEW with the engrossing scale offered by some of these other games, and while I am happy I found, bought and enjoy regularly playing CAEW, I still would like to see a game like it, but one in which starting a new game meant starting out on a journey that would take much more than a few hours to complete.