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RowleysBottle

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Everything posted by RowleysBottle

  1. I agree, skirmishers really shouldn't be a unit per say, and neither should videttes. It looks like they were put in to be harassement type units to help the union on day 1. I think the problem with the day 1 mission, is that in order to employ the full strength of the rebels, they would have needed some time to get into battle line and move against Buford. In the game it happens relatively quickly, and it's just too much time for Buford to hold on before the arrival of the 1st corps. The videttes and skirmishers are compensation for this it seems. Some other ways to compensate - move those units directly back into Bufords two brigades, and increase their firing rate (if it already hasn't been I havent checked).
  2. I don't put ammo high on the list. Sure I want the most realistic thing possible, but I want this game to be successful first. You have to be real careful trying to put "realism" into every aspect of a game. First you might actually break the game (as in the case with the AI) by over complicating things. Second - you might turn off gamers who just find the game learning curve far too cumbersome. I've seen it with recent games like DayZ. I pull out my compass to see which way I'm going. Oh, wait... first I have to pull it out, then I have to raise it up, then open it. Same with a bottle of water. Click to put the water in my hand, click to open the water, click to drink it, click to put the cap back on, click to put the water down, click to put the water away.... just way too much.. but there are people who scream for realism. I just think you have to be careful when you get into these aspects of the game.
  3. I'm going to disagree with some of the things in this thread. I do think the game could slow down a bit, or at least offer a way to alter game speed. I think the game is fantastic, I love it. I think the dynamics of a battle are well represented. In a few other games i've played, lines either held or broke, with this game i get the feeling (as they auto-fallback) of a line that is wavering. I think this is something that I've never seen in these types of game, and I think it's awesome. If every unit did exactly what you wanted, you would win every time. In reality - lines break, men break... there simply is no way to easily represent this. I've been longing for a game that captured this aspect of warfare, and I think these guys have made a great run at it.
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