Auteur Sujet: I've got a list .  (Lu 7252 fois)

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I've got a list .
« le: 10 août 2014, 17:01:21 pm »

This is a personal list of things I would like to see which may be an improvement.
we are all still interpreting behaviors in HistWar. In my humble opinion a continuous 360 degree view
is impossible by anyone or a computer game. Units appearing and disappearing, retrograde
movement and identifiable and recognized bugs all make their appearance in the game as well
as behavior.

The interpretation of behavior is if you cared to read the manual a designed feature of the game
and its actual 3d representation may or may not appear in the frame that we are watching on the
monitor...this is a physical fact. I don't buy the idea that the designer of the game missed out on
some basic 'Napoleonic' battlefield features that we have all read about including 'eye witness' accounts
available in literature past and present.
Some features are still in 'limbo' if I may, because I don't have the play by play  of what JMM tried to
include in the algorithm which drives the game, in this decade of testing a potential finished product.

Some have voiced the opinion that playing the game from the 2d view  is intrinsically the wrong
approach to take when playing HistWar , I share their sentiments 100%
the 2d map if for planning the strategy out. the minute you press 'go' that is the beginning and tweaking
continuously throws the AI off its job, get on your steed and watch your plan enfold.

I would like to see local dispatches telling me about logistical problems which are going to slow
progress :
wet ground negating deployment of artillery, stiff resistance in a village, chateau, farm
what % do you want to commit in manpower to achieve the goal a regiment ? a brigade ? a division?
the whole corps ? bypass ? commit what % as a rear guard ?

If the game is only 'an algorithm' then within the mathematical sequence all should be possible to
be represented including flying pigs, the reason why Mr Mathe' won't to this is because they don't add to the 'Napoleonic' flavor of the game, not because they can't be designed into it.

Designing other features in the game at this stage might throw the game in a loop I've heard someone
say. Well my take on this is this the game structure is limited to certain things and if it is then
I would like Mr Mathe' do a video, in his native language where he explains to us why we can't have this or that designed in the game, since we all payed money for the game we are entitled to a walk through.
I can find a scholar to translated for me.


So here I go with my short list of things which I would like to see in the game in some form
or rule.

a definite animation of melee between:
_ cavalry vs artillery servants  instead of the present 'atomization'
 often we see a squadron approach  but at a distance from the battery and the next we see all
the gun servants and officers dead on the ground with the guns ruined.
I know this can be done because we have a cavalry vs cavalry melee sequence and an infantry vs infantry
melee sequence.
- I would like to see gunners racing back to support infantry lines to escape from a cavalry charge
- I would like to see cavalry attempt to spike the guns or capture and an in-game pop up window
to relay % of losses in equipment: from 1% to 50% (fair enough?)
 
I would like to see a definite rule regarding tactics of specialist infantry and how and where they fought
compared to their line infantry brothers.
- built up areas
-rough ground (if its to be considered) woods to deny or stall advance
-entire light regiment in skirmish line to fill holes in the line or be a 'throw away ammunition' for artillery
useful for possible probing attacks.


I would like to limit the accessibility of wooded areas by all arms reducing the march rate by
75 % deny it to cavalry and artillery unless a road crosses the wood for the entire length or width.

-cavalry and infantry must change formation to column of march , enter the wood, exit the wood stop to form back up into line/column of attack.  If I'm following the unit F5 I want to be able to see it happen otherwise its a given/calculated even if I don't see it happen to all the units at least to the units in my immediate vicinity ie; in the brigade.
(4 units fair enough ?)
-light infantry can cross in skirmish order

-deny cavalry the present ability to attack through any wooded area (ideal defensive position for
light infantry troops).
- deny artillery the ability to unlimber and fire while inside a wood and firing over a wooded area
unless the deployment area is on higher ground then the wood.
-bombardment behind the wood only :
                                                                 if explosive shell/shrapnel is used : I don't want to see solid shot (as I saw in the last MP battle I was honored to be a part of) being used by my artillery to fire at targets in the wood and behind the wood.

When infantry is defending built up areas I would like to see smoke coming out of the windows:
you don't have to show me the men inside the buildings just the smoke.

Thank You for Your time



`` Non ridere, non lugere, neque detestari, sed inteligere``
Spinoza

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Re : I've got a list .
« Réponse #1 le: 11 août 2014, 19:15:33 pm »
Hello zu, we chatted about some of this the other night, and I do agree with the WOODS/FOREST issue -
Citer
I would like to limit the accessibility of wooded areas by all arms
This "should" be a quick fix by JMM as the THICK woods already do this, the problem is there are only a very small limit of these allowed on the map when building the map.  We need more as these large scale battlefields should have more wooded area's, as large parts of Europe were heavily forested 200 years ago. 

This would add to planning problems where these area's HAVE to be avoided and they can be used as strong flanks to protect the main positions.  I agree with you, troops are moving through this (normal woods) bad ground too easily and without enough penalty, so most people do not have to take this ground into account when giving orders, BUT, the the defender, if placed correctly, DOES have an advantage when the attacking side moves though this right now.

The MP game the other night was what some people might call -
a glass half full
or
a glass half empty

I was looking at all the great things about HW, and how well it played now, while you were looking for things that could improve it in the future.
JMM will know better than you and I, but, I suspect many of the "nice to have" things could be described as too detailed for such a large scale simulation.

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Re : I've got a list .
« Réponse #2 le: 12 août 2014, 01:39:22 am »
Glad to be part of a strong community.
Controversial games are by de-facto a target for open and frank discussions,
especially in this forum area where we look for 'like to have'.
Easy for me to talk about 'like to have' items, a little harder to code I warrant, and
then there is a bigger pile yet to come from the developer in the next couple of
years.

Well that does it for me for this year's list. I'll pick up again when new things
come around.

by the by the game the other night was a cracker I had lots of fun being chased around the map
however the serious stuff happened later on...hope to be part of others 
Thanks for all the hard work at NBC and the fun too   :twisted:
`` Non ridere, non lugere, neque detestari, sed inteligere``
Spinoza