a) The biggest asset of the game (after being fun) is the realistic way it plays. The somewhat funky victory conditions take away from this. They should be as simple as the gameplay. Take the objective get the victory, take it more quickly, or with fewer casualties vis a vis the enemy, and get a larger victory, period. There should be no need to decipher any more complicated victory conditions.
b) One should be able to peruse the map WITH THE GAME PAUSED. Less realistic? To be sure; but would be a much more leisurely and enjoyable gaming experience (could be added as an option, like a difficulty option.)
Now Norb, when can I preorder Waterloo?
Two Suggestions
Re: Two Suggestions
You can fly around the map when the game is paused and click on units.
Waterloo would be nice
Waterloo would be nice

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Re:Two Suggestions
I just purchased the game yesterday, I've been playing TC2M for a couple months now and have gone with the upgrade.a) The biggest asset of the game (after being fun) is the realistic way it plays. The somewhat funky victory conditions take away from this. They should be as simple as the gameplay. Take the objective get the victory, take it more quickly, or with fewer casualties vis a vis the enemy, and get a larger victory, period. There should be no need to decipher any more complicated victory conditions.
First let me say thanks for making a pair of great games. I've only recently got a modern machine and for the last four years I've been playing Sid Meier' Gettysburg! for my Civil War fix. What an upgrade!
But one thing I've noticed so far with SOW:Gettysburg is related to the victory conditions- namely it seems that in all the scenarios the only way to win is through aggressive generalship, no matter the variant.
I found this to be a little disappointing. One of the great things about Civil War battles was that it deciding what the proper course of action was. Sometimes one should be aggressive. Sometimes one should wait to concentrate their forces. It seems that in the three scenarios I've tried so far- Iron Brigade, Heth's, Peach Orchard, that all three necessitate very aggressive generalship. While this was probably the case historically with the Iron Brigade and the Peach Orchard, in the case of Heth it seems that concentration was the more prudent course or at the very least a "50/50"
I hope that in the future with scenarios, whether in house or modded, that those involved avoid the "one way to win" method and make it more contingency based and keep the player guessing. Concentrate or Piecemeal? Attack the Flank or a Direct Assault? Overwhelming Attack in one Sector or Attack Along the Line? Rush defenders and weaken a flank or Maintain your lines?
Regardless, kudos on a job well done.
Re:Two Suggestions
Dear Steelrails, Everything you mentioned in the last paragraph is in the game. You can adjust all of those variables each time you play in the sandbox games. And wait till you get on the Alpine map!!!
Move Forward
Re:Two Suggestions
Thank you for your input. For Gettysburg Mark did a great job of recreating some very difficult battles, but each scenario designer has their own style. In our future release we are going to add a little more flavor by getting some of the other team members involved in the scenario design process. Our goal is that with more people working on these you will get a larger mix of styles and also better scenarios as the developers will be able to focus on a smaller set.