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marvingardns

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  1. NOTE: I created a thread with the below comments before I saw this thread. Sorry to double post! Feel free to delete my previous thread. I saw the FB ad this morning at 7:30am. I bought the game fifteen minutes later and went to work. I came home at lunch and played thirty minutes of Shiloh after it downloaded via Steam. UGG is one of the best lite wargames I've ever played. Hands down. Just some quick feedback and suggestions since this is in Early Access: - Pathfinding seems linear with no waypoints, or drawing lines of advance as per UGG for the iPad. Maybe I'm missing something since I did not do the tutorial. It seems like an obvious feature that will have to be shored up. - Could use some names of generals for the Corps commanders. - A general reserve system would be great for the larger battles with individual phases. If you are having trouble breaking a position before the mission time ends, perhaps you can draw on a general reserve available for the whole battle... such as a division, artillery, supply, etc. Use of that reserve would place it on the field and it cannot be drawn upon in other sections of the battle. - Topographic contour lines would be useful. Again I did not do the tutorial so they may already be there. - Its difficult to tell if capturing enemy camps actually yields supply. It would be nice if other sources of supply could be from captured troops. I did not that Cleburne (at Shiloh) ran out of ammunition. I charged him and he had a restoration of small supply after he beat off the enemy brigade, so this system may already be in place. - I like the idea of capturing certain markers on the battlefield yields benefits such as supply, or superior observation. I hope the game expounds on this. - Moving infantry by roads should convey faster movement benefits if this is already not built into the engine. - Sound has excellent depth, but I would mind hearing more infantry "clatter." I have mistaken musketry fire for cannon fire because of the oddly deep musketry sound. The sound of charging doesn't sound terribly climactic or chaotic. Where's the warbling "halloo!" of the rebel yell? - Expansion packs, expansion packs. I'll buy them all if they give me individual campaigns in Missouri, New Mexico, the Teche... - Just cosmetic, but I'd rather see deaths say "casualties." - MORE fog of war!! Intense musketry created lots of smoke to the point where all a regiment can really see is the enemy in front at best, and sometimes none at all except the muzzle flashes of the opposing side. So if a unit is engaged in fire, they should have limited visibility of any other opponents working their flanks or held in reserve behind the firing line. I tend to think of the Wargame series (Red Dragon) where fog of war and recon make all the difference in that game. There you can simulate "command push" to gain decisive breakthrough pressure on the enemy. This would be accomplished by having reserves "hidden" by the FOW behind the frontline regiments. Or you can "recon pull" to expose and exploit weak points in the enemy line by cavalry and skirmishers. The resultant exposure would draw reserves into a breakthrough at the weak link. - An option to hide or "estimate" the number of enemy troops in a regiment. Again, more fog of war. - Order delays. Again more fog of war. The scourge of war system utilizes this to great effect. I can give more feedback later as I get into the campaign.
  2. I saw the FB ad this morning at 7:30am. I bought the game fifteen minutes later and went to work. I came home at lunch and played thirty minutes of Shiloh after it downloaded via Steam. Just some quick feedback and suggestions since this is in Early Access: - Pathfinding seems linear with no waypoints, or drawing lines of advance as per UGG for the iPad. Maybe I'm missing something since I did not do the tutorial. It seems like an obvious feature that will have to be shored up. - Could use some names of generals for the Corps commanders. - A general reserve system would be great for the larger battles with individual phases. If you are having trouble breaking a position before the mission time ends, perhaps you can draw on a general reserve available for the whole battle... such as a division, artillery, supply, etc. Use of that reserve would place it on the field and it cannot be drawn upon in other sections of the battle. - Topographic contour lines would be useful. Again I did not do the tutorial so they may already be there. - Its difficult to tell if capturing enemy camps actually yields supply. It would be nice if other sources of supply could be from captured troops. I did not that Cleburne (at Shiloh) ran out of ammunition. I charged him and he had a restoration of small supply after he beat off the enemy brigade, so this system may already be in place. - I like the idea of capturing certain markers on the battlefield yields benefits such as supply, or superior observation. I hope the game expounds on this. - Moving infantry by roads should convey faster movement benefits if this is already not built into the engine. - Sound has excellent depth, but I would mind hearing more infantry "clatter." I have mistaken musketry fire for cannon fire because of the oddly deep musketry sound. The sound of charging doesn't sound terribly climactic or chaotic. Where's the warbling "halloo!" of the rebel yell? - Expansion packs, expansion packs. I'll buy them all if they give me campaigns in Missouri, New Mexico, the Teche... - Just cosmetic, but I'd rather see deaths say "casualties." - MORE fog of war!! Intense musketry created lots of smoke to the point where all a regiment can really see is the enemy in front at best, and sometimes none at all except the muzzle flashes of the opposing side. So if a unit is engaged in fire, they should have limited visibility of any other opponents working their flanks or held in reserve behind the firing line. I tend to think of the Wargame series (Red Dragon) where fog of war and recon make all the difference in that game. There you can simulate "command push" to gain decisive breakthrough pressure on the enemy. This would be accomplished by having reserves "hidden" by the FOW behind the frontline regiments. Or you can "recon pull" to expose and exploit weak points in the enemy line by cavalry and skirmishers. - An option to hide or "estimate" the number of enemy troops in a regiment. Again, more fog of war. - Order delays. Again more fog of war. The scourge of war system utilizes this to great effect. I can give more feedback later as I get into the campaign.
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