lodilefty wrote:Why not have the number of Divisions as a funtion of the Corps Commanders Ratings [example: (Strategic + Offense + Defense)/3 with minimum 3]?
Thus:
Army leader can't have any [he's not a Corps Commander]
Higher rated Generals get bigger corps
Non Corps limited to 1 [not a Corps Commander]
lodilefty wrote:Why not have the number of Divisions as a funtion of the Corps Commanders Ratings [example: (Strategic + Offense + Defense)/3 with minimum 3]?
Thus:
Army leader can't have any [he's not a Corps Commander]
Higher rated Generals get bigger corps
Non Corps limited to 1 [not a Corps Commander]
caranorn wrote:I see a problem with forces in remote areas...
caranorn wrote:It should also be noted that not all Armies of the ACW had a corps structure. The US Army of Northern Virginia (predecessor of the Army of the Potomac) didn't. Neither did the US Army of the Tennessee for some time (no Corps at Donnelson or Shiloh).
caranorn wrote:If only corps or separate forces could command divisions, there'd be absolutely no advantage for having armies at certain times.
Degataga wrote:I would really like to see the retreat chance after a failed assault lowered significantly. Based on what I've seen in AACW besieging armies tend to retreat out of the province far more often than not after a failed assault which doesn't seem very realistic. I mean Grant launched three assaults on Vicksburg and certainly didn't abandon the siege of the city after they failed.
Gray_Lensman wrote:Not necessarily.
It might be pointed out that other than actual besiegements, i.e. Vicksburg, Ft. Donelson, (i.e. Forces trapped inside a structure), the complete capture and/or destruction of forces in the Civil War was a very rare happening. The opposing side almost always managed to slip away.
In fact, even at Ft Donelson, Nathan Forrest easily slipped away with a cavalry contingent and most of the rest of the fort's forces might have slipped away if it hadn't been for the bungling of the CSA commander(s).
Though I might agree a small amount in principle about inhibiting structural retreats from the region, I would strongly disagree with inhibiting normal retreats (forces outside of structures) from regions. I would hope the two types of situations could be differentiated between.
Gray_Lensman wrote:I don't think the current game engine can distinguish between different stacks in the same region. i.e. One stack assaulting, the other defending, so when a force is defeated (as in a failed assault), the entire force must retreat.
Gray_Lensman wrote:Much of the reason the Civil War lasted as long as it did was the inability for the most part to actually pin the enemy in place for his total destruction and/or capture. Game design wise, this benefits the Southern player much more than the Northern player and allowing part of the attacking forces to attack while the remaining forces sit back and defend could quite easily imbalance the game in favor of the Northern forces since the onus is on the Northern player to destroy the enemy forces.
Gray_Lensman wrote: My suspicions (game wise) are that this would just lead to more non-historic early defeats of the CSA.
andatiep wrote:All what you say is OK, gray.
But you misunderstood i think what we wanted to say : the question is about the forces that just want to attack and take the structure.
- If defeated, why shouldn't they stay in the region ? They just fight on the city, not in the region around.
- Next to this, if there is a second force in the region which choose not to attack the structure. Just staying in Defense order in the region. Why should this force be expelled from the region without fighting at all when a another force in the region miss an assault on the structure ?
Gray_Lensman wrote:Incidentally, this type of capability is already available to Modders for the current AACW game version.
Daxil wrote:The biggest thing for me is just working on the multi-player game. Making it as cheat proof as possible. This is a superb game in multi-player with that one little blemish. In the back of your mind you're always uneasy about the host cheating.
TheDoctorKing wrote:
<snip>
how would one cheat in pbem? Not that I've ever considered it of course...hem, hem...
Jim-NC wrote:That can be worked around with 3rd party hosting (which can consume a lot of time for the hoster - I saw that with the Tournament). But your right, there is that chance.
TheDoctorKing wrote:Just as a matter of idle curiousity (hi Andatiep!) how would one cheat in pbem? Not that I've ever considered it of course...hem, hem...
Seriously, I'd like to have a more transparent process for pbem and also the possibility to play either via local area network or over the internet live. I know that there is a utility, "ares", that is supposed to enable this but I have never figured out how to make it work. This would eliminate one of the major obstacles to my playing this game a lot more, which is the amount of time you have to invest in a complete game.
In a larger sense, though, almost no complex game can be made absolutely free of cheating. There's always going to be some way that an inventive player can get into save game files or sneak an extra counter onto the game map or keep two sets of records of the placement of hidden units. If you don't trust the people you are playing against, don't play against them.
Gray_Lensman wrote:As it is in all games, you have to trust your opponent in PBEM and if you suspect he's cheating, "Don't Play PBEM with him again'". I'd rather AGEOD spend time perfecting their game engine and historical data then wasting a lot of time with this issue. If it wasn't for the "click a button, back the turn up" feature, the games would still be in the 2007 development stage since it would have made it far more difficult to find and root out bugs. It would be ridiculous for AGEOD to not have that feature just because of a few cheaters since they would just find another way to cheat anyhow.
Return to “Help to improve AACW!”
Users browsing this forum: No registered users and 5 guests