Banks6060 wrote:I brought this up, foolishly as it were, in another thread....I'll post it forthwith in THIS forum for discussion.
Sometimes movement in AACW ends up getting really bogged down by entrenchment. I don't know how you remedy that in the early part of the war, but sometimes it gets a little dull..."All quiet on the eastern front....in March of 1862".
I would prefer the ability for battles to take place in the field like they actually did early on.
Matter of fact....it might be worth pointing out, While I'm not sure of the actual area covered by any given region in the game....I was recently reading of General Jackson's famed sweep around Pope's rear prior to the battle of Second Mannassas. he marched 56 miles in 2 days. Looking at the map of the game, it seems like he would have covered the distance from "Charlottesville region" all the way to "Manassas Region"...something that with the game engine would be completely impossible. I didn't know if that could be remedied in any way....or if the 14 day game turns are at all flawed....sorry to bring that up now.
Perhaps a 7 day game turn would be more appropriate? Similar to NCP....while it would require a likely overhaul of the entire game and some re-balancing...I think it would help prevent the deadlock you witness in many parts of the game.
Another thing....that would be hard to simulate I'm sure, but is worth noting....the inclusion of some kind of intel on where the enemy is planning to move?? I know that's a tall order being that the game turns are WEGO....but just a thought....while there WAS guesswork involved in actual decisions, there was also intelligence on the direction the enemy was moving. Perhaps this is taking the game out of its Operational context, but i thought i'd mention it.
Banks6060 wrote:I brought this up, foolishly as it were, in another thread....I'll post it forthwith in THIS forum for discussion.
Sometimes movement in AACW ends up getting really bogged down by entrenchment. I don't know how you remedy that in the early part of the war, but sometimes it gets a little dull..."All quiet on the eastern front....in March of 1862".
I would prefer the ability for battles to take place in the field like they actually did early on.
Matter of fact....it might be worth pointing out, While I'm not sure of the actual area covered by any given region in the game....I was recently reading of General Jackson's famed sweep around Pope's rear prior to the battle of Second Mannassas. he marched 56 miles in 2 days. Looking at the map of the game, it seems like he would have covered the distance from "Charlottesville region" all the way to "Manassas Region"...something that with the game engine would be completely impossible. I didn't know if that could be remedied in any way....or if the 14 day game turns are at all flawed....sorry to bring that up now.
Perhaps a 7 day game turn would be more appropriate? Similar to NCP....while it would require a likely overhaul of the entire game and some re-balancing...I think it would help prevent the deadlock you witness in many parts of the game.
Another thing....that would be hard to simulate I'm sure, but is worth noting....the inclusion of some kind of intel on where the enemy is planning to move?? I know that's a tall order being that the game turns are WEGO....but just a thought....while there WAS guesswork involved in actual decisions, there was also intelligence on the direction the enemy was moving. Perhaps this is taking the game out of its Operational context, but i thought i'd mention it.
Banks6060 wrote:I brought this up, foolishly as it were, in another thread....I'll post it forthwith in THIS forum for discussion.
Sometimes movement in AACW ends up getting really bogged down by entrenchment. I don't know how you remedy that in the early part of the war, but sometimes it gets a little dull..."All quiet on the eastern front....in March of 1862".
I would prefer the ability for battles to take place in the field like they actually did early on.
Matter of fact....it might be worth pointing out, While I'm not sure of the actual area covered by any given region in the game....I was recently reading of General Jackson's famed sweep around Pope's rear prior to the battle of Second Mannassas. he marched 56 miles in 2 days. Looking at the map of the game, it seems like he would have covered the distance from "Charlottesville region" all the way to "Manassas Region"...something that with the game engine would be completely impossible. I didn't know if that could be remedied in any way....or if the 14 day game turns are at all flawed....sorry to bring that up now.
Perhaps a 7 day game turn would be more appropriate? Similar to NCP....while it would require a likely overhaul of the entire game and some re-balancing...I think it would help prevent the deadlock you witness in many parts of the game.
Another thing....that would be hard to simulate I'm sure, but is worth noting....the inclusion of some kind of intel on where the enemy is planning to move?? I know that's a tall order being that the game turns are WEGO....but just a thought....while there WAS guesswork involved in actual decisions, there was also intelligence on the direction the enemy was moving. Perhaps this is taking the game out of its Operational context, but i thought i'd mention it.
Clovis wrote:AI being limited to "one-turn thinking"
Coregonas wrote:I disagree.
The feeling this game gives to us is good just because we have NOT all the EXACT control of the events.
So 14 days long allows for some surprises arise to force "bad" counter reactions !
Please, dont change this.
Jabberwock wrote:I think this is the most important consideration. The AI is restless, bouncing around and leaving entrenchments too much. She focuses on a long-term goal, and then loses the focus, picking a different goal one turn later. That would only get worse with shorter turns.
Going to a one week turn would be wonderful for a hardcore PBEM civil war simulation, but not as good for a civil war game that needs to sell.
Coregonas wrote:I disagree.
The feeling this game gives to us is good just because we have NOT all the EXACT control of the events.
So 14 days long allows for some surprises arise to force "bad" counter reactions !
Please, dont change this.
Sorry... the generals can sometimes be in disagree with the president......!!!
Gray_Lensman wrote:It is rather interesting that the game that directly followed AACW, uses 1-week turns. I'm referring to NCP of course which uses the same game engine as AACW. I think that most persons purchasing this particular Civil War game don't particularly care about the length of the game itself. They'll play it thru with 1-week turns just as they would with 2-week turns.
On the other hand, 1-week turns would really enhance the individual battle scenarios, such as Gettysburg, Atlanta, etc. Also, there are the somewhat shorter theatre based scenarios to play through.
Other than lengthening the actual game itself, I really don't see any valid downside issues to 1-week turns. If so, NCP would have had 2-week turns also.
Gray_Lensman wrote:Coregonas:
If the reasons you cite for 2-week turns was so important to AGEod, tell me why they opted for 1-week turns in the Napoleon game? I suspect it was a design decision concerning AACW, that if AGEod had it to do over again, they would have made AACW a 1-week turn game.
Compare the 2 games. One is Napoleon before the advent of telegraph messages and the other is the Civil War with telegraph and Railroads, yet they give the 1-week turn control to an earlier time period game and not to AACW... There is still a lot that can happen in a 1-week turn beyond player control also.
edit> Once the RR Mod is complete, this particular MOD (1-week) turns is pretty high on my interest list. At least we can then test it to see if it still "feels" right historically. If the historical performance doesn't work out, then we can give it up.
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