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Darren Knorr

Ultimate General Focus Tester
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Posts posted by Darren Knorr

  1. 1 st off thanks for all the great feedback to my ideas.

    Seems my concern about the leathality of frontal assualting batteries is covered.

    My further concern would be about the game balancing of the Rebs vs the Union.  Seems the Union are consistently brittle. 

    In the spirit of fair multiplayer battles, either the scenarious need to have a few more Union troops or you may want to look at tweeking the Union a bit... to help them hold the line a bit longer...

    Ive pouned the hell out othe Rebs and they stood there, while the Union seems to melt way quicker...

    Is this historic?

    I like the variation in troop quality, but where the Union that much more brittle?

    Darren

     

  2. Nick, and dev team.

    1st off thank you for your inspired hard work on this title.

    Your game is being crafted into a solid very fun and accessible STRATEGY game....

    Ive held back my feedback as I wanted to play the game for awhile to get a sense of the design, from a game play perspective. (Im not the guy to give you bug reports).

    After having played so many hunderds of hours of strategy games over the years, I've watched to see what entertains me with this hobby, and these types of games.

    I will tell you its the quality of the ongoing dynamic decision set, that Im presented with within each moment/turn.  Where one must make hard choices, with limited resources, that have interesting outcomes.

    A good game provides interesting, hard choices. The best games deliver a situation where the subtlest of choices, will essentially effect the final decisive results. This Game is very close to being that well crafted, such that commiting one brigade of not....  will, against the solid AI or a skilled oppenent, make all the difference.

     

    However, I think the biggest fine tuning still to come will be in the use of Leaders and cannon and how moral is modeled.

    For cannon I would focus on how they effect moral of both sides of the feild.

    For local troops the presence of locally placed cannon should imporve moral of time of local brigades. The amount of moral boost should be conditional on initial placement, then any solid positive observed results of the batteries, as in repulsing an incoming attack. So, for example having a battery within eye shot should inspire troops on the line.

    The main concept, concerning moral, is that troops are looking for and need reasons to believe they are going to survive a battle and death. In my research into Napolenonics this is what I read in the histories.

    So as well the local presence of leaders, should be signficantly moral boosting.  THe game reflects this, however, I think the game needs to keep leaders in place and in danger, instead of having them fall back all the time...It should be the players choice as to how brave leaders should be... maybe one could include a Direct inspire Button, to lock a leader to help a brigade in crisis and or on the attack... Leader death should be part of this game as well...

    Further I would give a moral boost for having a brigade parked in the rear of a front line unit. As well bonuses for having brigades to each side. The feeling is this: I am surounded by friendly resources, which by god should be enough to survive and win the day!!

    Positioning of troops, batteries and leaders should be very critical to the moral situation, and thus provide interesting decision sets.

    Do I place cannon right in the front lines for moral boost, but open them up to being shot up?  Do I make my lines thick and moral hardy, or thin and more brittle?

    Do I commit my Corp leaders on the front line opening them up to being shot and stopping them from helping to rally routed brigades in the rear?

     

    To further this idea, of Moral imperatives,  Defending brigades should be shocked hard by being shot from behind. Flanked units should be in trouble very quickly....

    This game should be a game of manuever. And a game of defense in depth, with cannon leaders and terrain being a force multipliers.

    Want to crack Devil's Den and round top? Then pin the defenders and flank the positions and then assult.


    Now I would fprward a few ideas on how cannon can be moved. I would suggest that time and rediness of cannon moved up hill threw forest should make this a serious challenge. Pushing a battery up to the op of a hill is seriously hard work and very time consuming.  Again hard choices.   I would suggest moving cannon over water is mostly not going to happen within the time scale of this game.

    Bridges should be strategically vital for moving cannon.... Right now cannon move around like motoralized tanks...

    Further I have some feedback about the moral needed to rush a solid cannon implacment.  I could be wrong in this... but it should be very hard to next to impossible for a brigade to frontally rush a solid multi battery position across open ground. Again flanking is your friend for this type of assault.

    For example. As the Union I had 4 batteries, in place on top of high ground, with a clear open LOS>. This position was frontally rushed by the Rebs and taken out.  I ask: How is this possible?  I was pulled out of the game flow in frustration, as I placed that cluster of batteries to shore up that area of the feild. After that I thought; why bother trusting a battery park to do the job? Which took away an intersting and fun opion of resource use.

    I assume historically these mad rushes where possible, but I argue, for game play situations, should be successful in only very select (lucky), conditions...  thus making a player seriously consider the ramifications of this attempt... ( as in, heavy loss of troops, moral hits and moral boost to enemy if attempt fails...)

    I ask does the game engine make a moral check before a brigade even will leave the 'safety', of the lines to rush a gun position....?

    Well okay then... these are the issues I watch for while playing the game against online opponents. Which has been very very challenging and fun!!

    Again Darth... thank you for your passion on this project... I look forward to playing the final game.

    Darren


     

    • Like 2
  3. Gentlemen.....

    I studied Napolenonic tactics extensively as I was actually making a turned based game on the subject awhile back.

    The attack columns used then where, from what few accounts there are, invovled a much more organized and spread out set up.

    THe attack I was dealing with had a mashed up bunch of units running the edge of the map,  EXPOITING THE FACT I COULD NOT FLANK THEM.... ON THE OTHER SIDE of the attack column, (which is not shown on the map).

     I'm all for this tactic being attempted in open non restrivted parts of the map that allow me to deal with it, but not on the map edge no...

    My in game Handle is YukonJack88.

    Please do not attemtp this with me or I will bail from the game. I will extend you all the same consideration.

    I dont mind lossing, in fact I expect and enjoyed solid battles from great players....

     

    Onwards
     

    • Like 1
  4. I was just in a Multiplayer game and I had a a frustrating incident.

    I was the Union on the Devils Den map and had a line of troops right up to the top of the map to prevent and end run around into my northern flank.

    The player I was with stacked 8 brigades in a line right at the top of the map and hammered threw running right along the edge of the map. This then broke into my rear with a overwhelming force.

    This is a gamie bullshit manouever. I bailed from the game when I saw my time invested in the game was wasted.

    Any way to stop this in game? As in have the game test for a massive stack of units clumped up, and hit them with a serious moral penalty?

     

  5. Hey Devs...

    I just had my 1st multiplayer... wow what a lot of fun!! We did the opening battle engagement, and the battle raged back and forth.

    Im trying the multliplayer and finding we need an in game lobby...  Big time.

    Its very frustrating to just take a scenario and wait.... not knowing if anyone is even online...

    Thanks

  6. Gentlemen

     

    Darren Knorr here. Im a fan of Drak's great work on the TW series. This mod work essentially pull these commerical degins into a proffesional robust polished state.

    Im excited that Dark and team are out on the bleeding edge of game design bringing a mature honest attempt at actually honoring the words STRATEGY and TACTICS... in a functional way... instead of a commercial marketing sound bite... (read RTWII Fail).

    So here I am to voluteer my considerable gaming and game design sensiblites to your project. I spend hundereds of hour programming in VBasic a 2D Hex maped turn based Napoleon/ACW strategy game.

    I learned alot from that project, however I never finished it, due to fundng issues...

    Thus if you guys need a play tester, then just shout...

    Darknorr@yahoo.ca..

    Onward..

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