Wargame with Base/Resources

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Mike
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Re: Wargame with Base/Resources

Postby Mike » Wed 20 May 2015 03:49

Bullfrog wrote:
Bollywood Baloney wrote:Not without changing how the game works on a fundamental level or adding more indirect firepower, which, judging by the bitching and moaning artillery produces already, would go over like a lead balloon.


Or just have better maps and re-work optics to not favor defensive play.

Fundamental changes rite dar, rite dar.

Damn helicopters with very good optics have trouble seeing a tank 3.5km away over an open field. Through in forest and terrain shifts amd good luck seeing much of anything.
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Bullfrog
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Re: Wargame with Base/Resources

Postby Bullfrog » Wed 20 May 2015 04:23

Mike wrote:Damn helicopters with very good optics have trouble seeing a tank 3.5km away over an open field. Through in forest and terrain shifts amd good luck seeing much of anything.


Red Dragon encourages defensive play more so than any other Wargames, from map design, weapon accuracy, optics, etc. When people hear "Static weapons" they want to toss it on top of all the other defensive oriented shenanigans in Red Dragon. Static weapons isn't going to come in Red dragon out side of a few exceptions (AGS, Mistral, etc.) which are represented no differently than their more mobile sisters, at best it's a WG4 feature.

There are plenty of ways to tone down tone defensive nature of Wargames to make room for static assets. Specially since this is a feature that would come in an entirely new game.

It's just a mater of burning off some calories to make room for the cake.
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Re: Wargame with Base/Resources

Postby Vulcan 607 » Wed 20 May 2015 23:37

Defences combined with s tanks have them make an earth bream.
I would like land mines for the defender an f16 flies over and drops some cbu89 gator mines.
Or air dropped and artillery mines to cut off a retreat. I can only imagine major defences being part of the map (pill boxes trenches ect). All defences made in game should be along the lines of sand bags and earth ramparts)

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Re: Wargame with Base/Resources

Postby Gronank » Thu 21 May 2015 10:30

Bollywood Baloney wrote:I like the "defcon" system from AoA, it'd be neat to see the battle ramp up from light units and progressively get "heavier".

It would solve a lot of bullshit like people starting with ATACMS/Smerches or rushing with superheavies.

The problem isn't that you can get heavy weapons early in wargame, the problem is that they are useful. If the pacing in wargame made any sense, any resources spent in the first 5-10 minutes without the purpose of figuring out what the opponent is trying to do would be a waste only resulting in giving up map control. Then later in the game you'd see a bunch of poking and prodding for 10-15 minutes and it wouldn't be until after that you'd see any major confrontations which would require that heavy stuff.

The basic problem with wargame is that you know ahead of time the few most sensible things your enemy can do, there is always that point on the map where there always is a fight. That more than anything else is what messes wargame up.
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Re: Wargame with Base/Resources

Postby Bollywood Baloney » Fri 22 May 2015 01:51

Gronank wrote:The basic problem with wargame is that you know ahead of time the few most sensible things your enemy can do, there is always that point on the map where there always is a fight. That more than anything else is what messes wargame up.

But that's because Wargame is a computer game and thus inherently prone to metagaming. Once you've played the same map 20 times, it's pretty easy to know what to expect and when.

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