Rise of the Reds Recruitment Station N34
#76
Posted 11 February 2009 - 23:46
The Assault on Germany
This is the highest level you shall see and will give you the main strategic overview of your targets. Each zone [A1, B2 etc] will need to be defended and attacked and your victories or losses will force you forward or back to the next unoccupied zone.
Just to let you know, whilst this is the top level you will have we are working on some more detailed maps for some more interesting combat and geographical detail. As you can guess this sort of work is not without some labour so please bear with us while we work on this for you all.
Also in addition I have finished the ECA RP user bars.
Russian Federation to follow soon.
#77
Posted 12 February 2009 - 04:30
Edited by Papaya Master Rai, 12 February 2009 - 04:31.
#78
Posted 12 February 2009 - 21:01
#79
Posted 14 February 2009 - 00:02
#80
Posted 14 February 2009 - 10:45
#81
Posted 14 February 2009 - 11:01
#82
Posted 14 February 2009 - 15:37
#83
Posted 15 February 2009 - 00:59
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#84
Posted 15 February 2009 - 13:52
#86
Posted 15 February 2009 - 22:58
#87
Posted 15 February 2009 - 23:16
#88
Posted 15 February 2009 - 23:19
#89
Posted 16 February 2009 - 00:13
Sorry about that....
#90
Posted 16 February 2009 - 03:30
Comr4de, on 16 Feb 2009, 10:16, said:
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#91
Posted 16 February 2009 - 09:29
If someone attacks with 5 tank brigades and 5 infantry squads vs say, three helicopter squadrons in an open field, and you roll my attacking forces (1,1), (1,2), the helicopters can even win if they are rolled (4). Rolling them five would require even higher factors for the attackers. The luck factor is just too big.
I realize this is a very unlucky scenario for the attacker but the fact that it can happen turns things a bit maimed for me. Tone the factors down to 1.0 up to 2.0 (remaining factors in between), so this way, the above scenario:
basic RP value of attacker: 5.0 + 5.0(0.5) = 7.5
basic RP value of defender: 3.0
The defender would need four helicopter brigades to even have a chance to win. However I think this is really more than fair because it isn't when you can luckily defend an area with units worth less than a third of the attackers' units. I cannot accurately devise plans if they can be messed up by unlucky rolls of a dice because I did not have three times more units than the defender (and the other way around, losing a base because the inferior attacker with a third of my forces had more luck is just excruciating)
Let the players tactful thinking play the biggest role in this RP. I really like the combat area system, and that is something really good. The multipliers however are over the top.
Edited by Aftershock, 16 February 2009 - 09:34.
#92
Posted 16 February 2009 - 13:19
#93
Posted 16 February 2009 - 13:46
One question: Commanders can take the blue (unoccupied) areas without having any task force?
And what exactly is the effect of the Intense Training Support Power? Increase Requisition Value, what does that mean?
Edited by Aftershock, 16 February 2009 - 13:51.
#94
Posted 16 February 2009 - 14:01
The differing shades of colour are there simply to differentiate between the major German administrative states and serve no real purpose in combat. When gameplay starts the territories will be split between ECA and Russia, with no 'neutral' land - think of what you have here as a 'topographical' map of the battlefield if you will. A Commander cannot take command of a territory even if it isn't defended without moving a force there and using their turn to do so.
In practice, Intense Training simply works as an additional 1.1 multiplier to all units in a selected force for the duration of the effect.
You must understand that because I have no basis to work with as an example to define how the rules should play, I always intended the first few turns of the game to be formative. A bit like the first beta of a modification where you root out all the bugs and imbalances. Playing out an entire game in my head in the hope of finding something is not something I have the time or inclination to do at the moment. All values are subject to change and should be considered nothing more than general indicators at this point. When we see what works and what doesn't, the game will play fine. I am of course willing to implement sensible suggestions in the slight lag time while everything is readied for starting, but I labour under no illusions of trying to make everything perfect first go. So please, keep coming up with ideas, and I'd be very happy to hear them, but keep in mind there are some things I'll need to wait and see about before I make a decision one way or another.
Edited by CommanderJB, 16 February 2009 - 14:07.
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#95
Posted 16 February 2009 - 14:02
I did just discuss with JB the idea of reducing the terrain multipliers to something less significant to not have such a dramatic effect on the outcome. But the simple fact is, there is an equal chance that either task force of either side can win. The mulitpliers are in fact your tactical aid. You don't send tanks into a street battle and expect to win.
I perhaps have seriously misunderstood your post. I am on MSN if you'd care to elaborate rather than clog up the thread.
EDIT: DAMMIT NINJA'D
#96
Posted 16 February 2009 - 14:53
Kyle Carter said:
#97
Posted 16 February 2009 - 19:09
#98
Posted 16 February 2009 - 19:55
Anyway, i´v looked over the map, and ther seems to be some citys, if a team occupies one city, will it give them a strategic advantage over the other team?
Kyle Carter said:
#99
Posted 16 February 2009 - 23:21
I actually like the terrain multipliers. I dislike the roll-dice luck multipliers, the fact that they differ by a factor 5 at the max :o
That's just over the top. Maybe my 'fail hard' statement sounded a little bit too harsh. I do not intend to clog up the thread, but this is the discussion about the RP so I think it is appropriate. Others can comment on the discussion this way as well.
Terrain modifiers aren't too dramatically effective on the outcome at all. Because the players know the terrain they are attacking/defending it is something that can be prepared for.
The luck factors however, are just a pure guess in the wild. I would agree with it if it was significantly reduced as I suggested. You can keep it this way and start, I will happily cooperate to demonstrate in your test turns. I however doubt it is going to get a fair game this way.
Edited by Aftershock, 16 February 2009 - 23:39.
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