I think Ace has mentioned that he thinks there should be more NM for cities and element destruction; if cards didn't have NM effects, we would need to get them from somewhere else, they are pretty scarce otherwise.
I think Ace has mentioned that he thinks there should be more NM for cities and element destruction; if cards didn't have NM effects, we would need to get them from somewhere else, they are pretty scarce otherwise.
there should be more NM for cities and element destruction
if cards didn't have NM effects, we would need to get them from somewhere else, they are pretty scarce otherwise.
Ace wrote:Have you tried using cards that appear form 62 onwards?
EDIT:
I have said:
I did not said:
Just to clarify things.
Ace wrote:Do you feel, NM effect for winning a battle should be higher or lower. I feel it should be a bit higher. After all, the only chance for winning the war for the South was the high NM cost for the Union to pay.
with the added comment glued to my quote. I do not think anybody tried to put something in my mouth, it was just a coincidence.
This would mean changing partisan raids, sea/river mines. Are there any others that affect NM?
Q-Ball wrote:I can confirm you can burn depots that are well garrisoned. I just burnt one in a PBEM vs. Gunnulf; he had nearly 5000 AV in the hex at Montgomery, AL.
Maybe the chance is lessened, but you can do it
Of course, I picked up a NM for that.....probably the 20th time or so I've done that.
Yep. And no chance to defend the depot by occupying adjacent regions, because my army was in the adjancent region; Partisans were along for the ride.
Ace wrote:I like the fact that now you do not have to have chain of troops all along the supply line. The extra small stacks would add to number of things to handle and reduce the fun factor. If all those troops are stacked in depot protecting it, it would simulate those troops protecting supply traveling from depot A to depot B rather well. Those troops were stationed on depot in RL, accompanying supply as it travels along the map. Supply travel is abstracted in the game (thanks for that). It feels right that supply transport protection is abstracted as wel..
So, what we have here is not the fault in the concept.
It is a mere bug in the rgd that needs fixing since obviously extra troops do not rule out depot burnin' (aka safe supply traveling).
GraniteStater wrote:NM in AACW was robust and fair. You learned or you lost - for some of us, both.
If one simply must have Cards, there should be no NM effects from their use, imo. We had a perfectly good NM mechanic that all understood and knew how to use, for gain or pain.
2 NM is not a trifle, or shouldn't be. I've seen Spectacular Victories yield three (3). A 5 NM gain because of the battle? Woo - motherlovin' - hoo, stop the presses and free beer!
NM should be the Grail, the Holy Rood, that which is Unobtainable Save for Sacnoth. Ya gotta earn it, in blood & toil. The Events that affected it were fair and the numbers modest (mostly).
Now I can bid 1 Club, wait to see if partner jumps or goes to No Trump, and if not, just pile up seven trick rubbers.
Bo - ring.
Ace wrote:Correct me if I am wrong, but there was autobalancing event in AACW as well, but with much smaller chances to fire. You had to have NM as low as 50-60 to have reasonable chances to fire.
Ol' Choctaw wrote:A lot of reading but most guerilla actions were not well documented.
http://www.wvculture.org/history/journal_wvh/wvh12-1.html
Hardy County was to be the main base of operations for the guerrillas as well as the adjacent Hampshire County and nearby Maryland.
- AI should defend the depots better to guard against partisan raids
minipol wrote:I think we better identify the issues raised, what imbalance
they might cause, and what might be a solution, taking in account playability in single player and Pbem.
Otherwise, the thread will produce many posts but nothing useful for the devs to work on.
Some issues in the thread, feel free to add to the list:
- Union gets decent NM at the start while doing nothing, while the CSA should have the advantage in the early years.
- Autobalancing the NM at the start works in favor of the Union at the start of the game.
As a result the Union is not motivated to pursue it's early objectives.
Even later in the game after lots of losses of men, material and regions, they still have a high morale.
- Partisan units are nerfed, should be stealthier, and survive better in the wild (needed supplies)
- Partisans/RGD Partisan Raid card should destroy a percentage of supply, and what I would add, have a percentage
change to destroy the depot. Percentage would be linked to the loyality of the region, and the number of troops
present at the depot. This would add the need for the player and Athena to guard the depots better in stead of
just sending all troops to the front.
- Sea mines might produce a too big NM gain
- Submarine might produce a too big NM gain
- Destroying depots might produce a too big NM gain
- AI should defend the depots better to guard against partisan raids
This would result in the CSA player not having to match the big arms race and actually freeing some money
to invest in industry and brigs, which is now very difficult even by begin 1863.
If we identify most issues, the powers that be can discuss with the betas to see if action is needed and how.
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