Lessons for the Next Wargame

User avatar
captain biggles
Warrant Officer
Posts: 433
Joined: Sun 15 Sep 2013 14:23
Location: Sea Base 005 Planet Neptune
Contact:

Re: Lessons for the Next Wargame

Postby captain biggles » Mon 12 Oct 2015 01:00

Drang wrote:
captain biggles wrote:A few things i would love to see.


Selectable Ammo:
Spoiler : :
For instance:

Say I have a Challenger 1 Mk.3 that say, costs 140 points with no ammo.

So i have the option of the L15 APDS (if it could even fire it), the L23A1 APFSDS and the L26A1 "Jericho" APFSDS.

The L15 APDS could cost 5 points for instance bringing the cost to 145 points.

The L23A1 APFSDS could cost 10 points for instance bringing the cost to 150 points.

The L26A1 APFSDS could cost 15 points for instance bringing the cost to 155 points.

So ammo could work a bit like experience, with one major difference: instead of availability, it's price.


Towed/Air-lifted equipment:
Spoiler : :
Things like the Towed Hawk or L118, It would help flesh out nations like ANZAC.


Destructible Environments:
Spoiler : :
Not all of it, just key points like bridges, maybe even buildings could block roads and stop vehicles from passing.


Engineer vehicles:
Spoiler : :
AVLBs to fix said bridges, maybe ARVs to repair vehicles under fire, being less vulnerable thanks to their armour.


Just ideas, that's all.


Tedious micro and more things to turn the game into an agonizing slog?

No: "Flavour"
Britain doesn't need better SEAD - it has the Challenger 2 for that.
Spoiler : :
Image
Image
Special thanks to kiheerSEDMAN for the sigs.

User avatar
Drang
Major-General
Posts: 3724
Joined: Sun 3 Feb 2013 04:20
Location: Fighting on the edge of the world
Contact:

Re: Lessons for the Next Wargame

Postby Drang » Mon 12 Oct 2015 01:19

None of these things are flavour, as every nation has them, and would just slow the game down even more.

Being able to blow bridges and replace them with Baileys would only work if rivers existed outside of main clash zones, so destroying a bridge was an interdict of reinforcements rather than creating a deliberate obstacle.

philmd
Private
Posts: 3
Joined: Mon 12 Oct 2015 14:09
Contact:

Re: Lessons for the Next Wargame

Postby philmd » Mon 12 Oct 2015 14:17

I strongly believe a map editor would really help this game to stay fun (or at least publish the map format).

Also I'd like to suggest a new game mode (perhaps called breakthrough or something similar), a bit like Battlefield 3 had it, where one team is permanently on the defense and the other on the offense. Defense has to hold several zones, perhaps aligned in a row, while offense has to take them. Offense gets more points and perhaps bonus points when capturing a zone. If defense still holds at least one zone after X minutes win goes to them, otherwise the game is over once offense has captured all zones (and win goes to offense).

User avatar
DeckCheney
Colonel
Posts: 2732
Joined: Sun 16 Aug 2015 01:32
Location: The Feudal Kingdom of White Suburbia- Seattle
Contact:

Re: Lessons for the Next Wargame

Postby DeckCheney » Mon 12 Oct 2015 20:01

Simplest Note for Eugen:

Don't release a half-arsed unfinished product. The game still has massive balance issues that haven't been addressed since beta.

I'd rather Eugen have waited a few more months during beta to work out all the issues and listen to community feedback than simply pushing ahead to make the release date.

____

Also fire the person who thought introducing the Patriot was a good idea. Like that guy is in need of mental help.
The USA is #1 exporter of freedom!
All other countries have inferior freedom!

User avatar
Mike
More than 10 000 messages. Soldier you are the leader of all armies!
Posts: 12406
Joined: Thu 20 Feb 2014 01:09
Location: Virginia, United States of America
Contact:

Re: Lessons for the Next Wargame

Postby Mike » Mon 12 Oct 2015 20:06

DeckCheney wrote:Simplest Note for Eugen:

Don't release a half-arsed unfinished product. The game still has massive balance issues that haven't been addressed since beta.

I'd rather Eugen have waited a few more months during beta to work out all the issues and listen to community feedback than simply pushing ahead to make the release date.


Massive balance issues? That's an exaggeration.
Image
Courtesy of KattiValk

User avatar
raventhefuhrer
Colonel
Posts: 2949
Joined: Wed 15 May 2013 08:47
Contact:

Re: Lessons for the Next Wargame

Postby raventhefuhrer » Mon 12 Oct 2015 20:09

I'd say the game still has some significant balance issues, although 'massive' is quite an overstatement, I agree.

I think what's more frustrating is all the little things that never get paid attention to, and will never be fixed. And even the things that will be fixed take four or five months to get a patch... I'm talking about things like objectively overpriced transports, awful performing units (Warrior IFV), bad tank lines, etc.
My YouTube Channel is Raven Wargaming. Message me to request videos on certain topics.

User avatar
DeckCheney
Colonel
Posts: 2732
Joined: Sun 16 Aug 2015 01:32
Location: The Feudal Kingdom of White Suburbia- Seattle
Contact:

Re: Lessons for the Next Wargame

Postby DeckCheney » Mon 12 Oct 2015 20:11

Air Tab, Tank Tab, Infantry Tab, There's alot of stat discrepancies.

The only way this works into balance is that both Red and Blue for have a fairly equal share or terrible units. This doesn't change the matter the the meta is completely fucked and only certian playstyles are valid.
The USA is #1 exporter of freedom!
All other countries have inferior freedom!

minfaer
Corporal
Posts: 46
Joined: Tue 3 Feb 2015 01:12
Contact:

Re: Lessons for the Next Wargame

Postby minfaer » Mon 12 Oct 2015 20:39

What about non-gameplay factors:

Give us a Linux-client on release-day!!!

The strongest argument for me to buy WG was the support for linux. I bought each when the linux-clients were released, to their full price back then. The games are great, and buying at that time showed Eugen how much their work on linux is appreciated!


Steam.
With each Wargame-license being connected to a Eugen-Account, isn't the obligatory Steam-account obsolete? :?:
I'd much prefer buying my next Wargame on a Disk without Steam, or at Humblestore or GOG. The game could still be offered on Steam for people who prefer that.

I also believe that Linux-support has had a great effect on the community of the game. :geek:
In Soviet Russia, everything has a Vympel!

User avatar
MILINTarctrooper
Major
Posts: 1911
Joined: Mon 27 Jan 2014 04:19

Re: Lessons for the Next Wargame

Postby MILINTarctrooper » Tue 13 Oct 2015 04:08

Drang wrote:None of these things are flavour, as every nation has them, and would just slow the game down even more.

Being able to blow bridges and replace them with Baileys would only work if rivers existed outside of main clash zones, so destroying a bridge was an interdict of reinforcements rather than creating a deliberate obstacle.

You are forgetting Soviet Preference for Fording and Pontoon Bridges. So there would be flavor.

Helicopter delivered minefields...hmmm.

Helicopter carried vehicles.

I think it would open some opportunities and maybe give some static defense and or flanking possibilities that currently in RD is just not possible.
Image
52.2% 1v1 Ranked 32.2% Multi since Open Beta.

User avatar
MILINTarctrooper
Major
Posts: 1911
Joined: Mon 27 Jan 2014 04:19

Re: Lessons for the Next Wargame

Postby MILINTarctrooper » Tue 13 Oct 2015 04:11

philmd wrote:I strongly believe a map editor would really help this game to stay fun (or at least publish the map format).

Also I'd like to suggest a new game mode (perhaps called breakthrough or something similar), a bit like Battlefield 3 had it, where one team is permanently on the defense and the other on the offense. Defense has to hold several zones, perhaps aligned in a row, while offense has to take them. Offense gets more points and perhaps bonus points when capturing a zone. If defense still holds at least one zone after X minutes win goes to them, otherwise the game is over once offense has captured all zones (and win goes to offense).

The biggest sore point for alot of players. All the other big name games...have given out their map editor. Why not ours? It streamlines modding and allows for community made materials which then in turn lengthen the games life and saves Eugen their pretty penny. If they had done something with the Steam Workshop it would have been better!
Image
52.2% 1v1 Ranked 32.2% Multi since Open Beta.

Return to “Wargame : Red Dragon”

Who is online

Users browsing this forum: No registered users and 25 guests