A couple of minor things. As US I need to activate five airfields for the secondary objective - but how do I activate the one surrounded by water with the white flag? I don't seem to be able to land on it or drive to it? The 37mm AA gun to the NW doesn't show any attached transport but can move 4 hexes and fire - is this correct?
Thanks,
Chris
Pearl Harbour
Moderators: Order of Battle Moderators, The Artistocrats
Re: Pearl Harbour
Put the AA unit next to the port. Next turn you can move it unto one of the anchor hexes.
Re: Pearl Harbour
Thanks Eric!
Re: Pearl Harbour
I find this tricky game for US pearl harbor but after a few try i activated all the VP hehehe
Re: Pearl Harbour
It is very "gamey" and puzzle-like, nothing you can logic out just by staring at it, only completed it successfully by trial and error - 4 or 5 times in my case. Later scenarios are similar puzzles, only more complex and with more variables. Such heavily scripted scenarios are the one great flaw of the PG/PC game paradigm, IMO. Still, OOB:P is the best of them yet. I'm still waiting for the "great leap forward" that will be a spin off of this system, only with random tactical maps and a strategic/research layer. The dream lives on...simcc wrote:I find this tricky game for US pearl harbor but after a few try i activated all the VP hehehe
Re: Pearl Harbour
Yeah, it is often too heavily scripted. Like the Japanese Fleet running instantly at Midway (might be changed in the upcoming patch according to the notes) once you down the last fighter, no sooner and not later. Even stranger was the battle with Henderson Field where suddenly my navy decided to withdraw and was gone. This gives me the impression of "playing by the script" at times that is more detracting from the experience than adding flavor to it.gunnergoz wrote:Such heavily scripted scenarios are the one great flaw of the PG/PC game paradigm, IMO. Still, OOB:P is the best of them yet.
I wonder a bit about that, as OoBPac has very sophisticated game mechanics and systems that can guide the players as wanted while leaving them the freedom of choice how to do things without it making it really necessary to script events as much.
Re: Pearl Harbour
In all fairness, Pearl as the US is difficult to make interesting. Historically you would duck for cover and hope it will be over soon.
So the various secondary objectives try to add a little spice. Also, some of them have a bearing on subsequent scenarios.
So the various secondary objectives try to add a little spice. Also, some of them have a bearing on subsequent scenarios.
Re: Pearl Harbour
I find scripting gives a great fun experience on the first play, but ruins replayability in exchange. The fleet suddenly gone in Guadalcanal, that was a nice twist, but on a second play this will feel just lame. Like playing Call of Duty single player campaign. First time a bombastic experience. I always remember with great joy, but playing it years later again, already knowing what is going to happen, made me quickly quit playing because of sheer boredom.
Re: Pearl Harbour
Here's the thing, while some scenario maps may feel like that, others don't so there is replay-ability.
Also, for the value it sure is great entertainment.
Also, for the value it sure is great entertainment.






