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My first impressions

Posted: Fri Dec 09, 2011 8:33 am
by vveedd
In my first impression I will not say anything about gameplay. Need more time/turns for that. I will talk about interface, map, diplomacy and illogicality. In short – I am a little disappointed.

Interface: If we compare TOW with TOF interface, TOF interface is with more information’s but not user-friendly. Too many information less and more important in same place. You should somehow emphasize or split major and minor information to be more visible. For instance, in TOW you have very good report for air bombardment ; interception failed or not and amount of damage and that’s it. Here you have complete essay about it. Also it is much harder to see where AI has attacked and this lead us to next point – map

Map: Your effort to have many variants of map is noticed and complimentary but if player want to have normal map with sprites it is very hard to recognized units, towns etc. You have too many colorful map and units and interface in generally. People will get epilepsy ;-) I have seen on forum that some people like this graphic but I am a very old player and graphic has never been my primary thing in strategy games. On the other hand, what I like very much in any strategy game is diplomacy which leads us to next point.

Diplomacy: It sucks like it sucks in TOW. I can see that you have been under influence of many previous games when you have been making this game like Panzer general series, Axis and Allies, Gary Grigsby games, World in Flames and most important – Third Reich game. How diplomacy should work you can see in Advanced Third Reich game. You should have done something similar. You should have converted many events to diplomatic options for instance. Also, to my opinion, you made mistake to change interface for diplomacy. It was better in TOW with separate map only for diplomacy.

At the end (for now) a few illogical things:
-It is very illogical and annoying situation when unit with 1 AP can’t enter to town and there are not enemy units nearby because of bad weather or similar reason.
- I have attacked Denmark and destroyed all units but haven’t entered in to capital. At the beginning of next turn I have got “Denmark decided not to fight” event (or something like that). Don’t you think that this is too late for this event? It should have appeared immediately after Germany DOW Denmark, to my opinion.
-What is a difference between rebase and strategic redeployment of air units except unit location?

Posted: Fri Dec 09, 2011 12:38 pm
by gwgardner
rebase can be done anywhere within range

strategic deployment can be done to any controlled city/deployment hex, with a cost of PPs

Seems perfectly logical that bad weather would keep a unit with 1 AP from moving forward one more hex. Maybe the roads are washed out, visibility is lower, so commanders are more cautious, etc.

Posted: Fri Dec 09, 2011 6:29 pm
by vveedd
gwgardner wrote:
Seems perfectly logical that bad weather would keep a unit with 1 AP from moving forward one more hex. Maybe the roads are washed out, visibility is lower, so commanders are more cautious, etc.
With all due respect, this is rubbish. You can’t use this reasons in this kind of game. In tactical game perhaps or if hex is forest or mountain type but to enter town? This is a grand strategy game, for God sake.

One question more – can’t see in manual city siege rule from TOW. It is a good rule. Do you have it in TOF?

Posted: Fri Dec 09, 2011 6:40 pm
by doomtrader
vveedd wrote:
gwgardner wrote:
Seems perfectly logical that bad weather would keep a unit with 1 AP from moving forward one more hex. Maybe the roads are washed out, visibility is lower, so commanders are more cautious, etc.
With all due respect, this is rubbish. You can’t use this reasons in this kind of game. In tactical game perhaps or if hex is forest or mountain type but to enter town? This is a grand strategy game, for God sake.

One question more – can’t see in manual city siege rule from TOW. It is a good rule. Do you have it in TOF?

Please remember that the town usually is not covering the whole hex. Even for multiple hex cities this has been done usually for gameplay purposes. So if you are entering the town, you must move trough the terrain that the city is located at.
On the other side there is a rule that always allows you to move one hex. even if your unit is cut off, without supply and the cost of entering that hex is much higher than your AP.

Posted: Fri Dec 09, 2011 9:41 pm
by gwgardner
vveedd wrote:
gwgardner wrote:
Seems perfectly logical that bad weather would keep a unit with 1 AP from moving forward one more hex. Maybe the roads are washed out, visibility is lower, so commanders are more cautious, etc.
With all due respect, this is rubbish. You can’t use this reasons in this kind of game. In tactical game perhaps or if hex is forest or mountain type but to enter town? This is a grand strategy game, for God sake.
ok