Battle of Chickamauga
Re: Battle of Chickamuanga
From a gameplay point of view Stones River or Perryville would be good. Both sides were fairly evenly matched and lots of opportunities for both large and small scenarios.
Re: Battle of Chickamuanga
Bragg was outnumbered at the Battle of Perryville, but he had won a tactical battle, I would love to see this engagement in this game, one of the most preserved battlefields.
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Re: Battle of Chickamuanga
Perryville would be another good option; coupled together with Antietam it could be a map pack for the Confederacy's dual invasions in the fall of 1862.
Now we are engaged in a great civil war, testing whether that nation, or any nation so conceived and so dedicated, can long endure.
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Re: Battle of Chickamuanga
Yes. Perryville would getr my vote too. In general, it would be nice to extend the game to the western theatre for a while.
Martin
Martin
Re: Battle of Chickamuanga
I'd vote Perryville if only because it's the only Civil War Battlefield I've had the pleasure of visiting!!! Plus its interesting given it was probably the most successful of the Confederate offensives.
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Re: Battle of Chickamuanga
I would say that Spotsylvania would be a very neat battle to do at some point. It has alot of things that we haven't seen yet in any of the major releases and many of the mods. It would have trenches, rain, and interesting terrain.
NC Defenders- Company D 37th NC- Lane's Brigade- The Light Division
Re: Battle of Chickamuanga
Yeah Hearts of Iron II was my favorite of the series. Great strategic play if you don't mind tons of micro managing. They also had good diplomacy factors and historic events that made it interesting and no game played the exact same way twice. Anything by Paradox Interactive is usually quality work.Anyone ever play Hearts of Iron? This guy I work with raves about Hearts Of Iron III. He's always trying to get me to play it. The only other hardcore strategy game I've played is AGEOD's ACW. Once I finally figured it out, it was a very fun and addictive game... Replay value is lacking though. I played both campaigns and then haven't played since.
And oh yeah, Chickamauga is one of my all time favorite battles.
Re: Battle of Chickamuanga
For all the later war battles, Wilderness, Chickamauga, etc. besides the rivers, also entrenching and such would need to be properly modeled. Not only a scenario-predetermined nightly building of breastworks, but also the possibility to have defending units slowly prepare some defensive works while being idle, perhaps like in the good old times of Sid Meiers Gettysburg.
That would be a neat new feature to the game and much better than just another "scenario disk". The latter is just a matter of time until the community can do those itself, but adding new hard-coded features is worth a lot more, and impossible to do for modders. In a wider sense, moving on from single battle scenarios to a campaign system, or maybe even adding a whole war strategic layer should be among the next steps?
Among battles, the both Wilderness and Chickamauga are crucial ones, long/big enough ones, and they are quite evenly matched I would say, which is good for the multiplayer crowd. Personally I am attached to Chickamauga, since the days of SSIs Battle of Ch. on C64.
On the other hand, so far no game has successfully modeled the Battle of Chancellorsville. It is very unevenly matched, though, and a full 5 days scenario in MP would be a tough nut. Likely no way with hindsight to pull this one off twice. Perhaps in combination with bringing the scenario scripting language to a higher level to cope with such complex scenarios would be a thing worth considering Chancellorsville as project.
Not sure how big maps SoW could handle, but certainly imagining one big map that would stretch from the Wilderness battles areas to Fredericksburg would be a childhood dream come true for game. Even if less detailed. One could then conceive adding the Wilderness battles on the same map later.
Chancellorsville would also make for an interesting project in regard to a campaign mode: splitting up every day into a single battle or two (morning/afternoon) on the map, with a strategic level where you could shift forces between phases. You could also come up with what-ifs, say adding Longstreets two division that historically returned from the southside forage trip too late, just in order to create more uncertainty and raise chances for Confed players in MP.
Sounds like with Chancellorsville there would be a lot of potential and possibilities for advancing the engine as well as adding a battle that is probably among the most interesting in history, and could attract a fair group of players.
In regard to WiTE, I would say in its defense that it is a very complex game -- by far not WiTP-AE, but the detail level is stunning. There is no way, with such a niche product, to get it out perfectly right in a finite time. Also, with such games there is a huge crowd of people asking this or that, expecting this or that, and some of them don't really show much insight in the historical reasoning that led to design decisions itself. There are some strange design decisions, though, and in some respects a step back to old War in Russia would have been better than to remove feature like production entirely.
It is fun, but a time-consuming monster like WitP-AE. The latter really is biased towards PBEM, the AI is mediocre and also could be much improved by the huge community crowd had it been given a powerful, dynamic scripting language framework such as ARMA2 has, rather than static scripting that e.g. relies on a scenario designer to assume when the advances typically hit a certain spot, rather than dynamically checking conditions for them.
That would be a neat new feature to the game and much better than just another "scenario disk". The latter is just a matter of time until the community can do those itself, but adding new hard-coded features is worth a lot more, and impossible to do for modders. In a wider sense, moving on from single battle scenarios to a campaign system, or maybe even adding a whole war strategic layer should be among the next steps?
Among battles, the both Wilderness and Chickamauga are crucial ones, long/big enough ones, and they are quite evenly matched I would say, which is good for the multiplayer crowd. Personally I am attached to Chickamauga, since the days of SSIs Battle of Ch. on C64.
On the other hand, so far no game has successfully modeled the Battle of Chancellorsville. It is very unevenly matched, though, and a full 5 days scenario in MP would be a tough nut. Likely no way with hindsight to pull this one off twice. Perhaps in combination with bringing the scenario scripting language to a higher level to cope with such complex scenarios would be a thing worth considering Chancellorsville as project.
Not sure how big maps SoW could handle, but certainly imagining one big map that would stretch from the Wilderness battles areas to Fredericksburg would be a childhood dream come true for game. Even if less detailed. One could then conceive adding the Wilderness battles on the same map later.
Chancellorsville would also make for an interesting project in regard to a campaign mode: splitting up every day into a single battle or two (morning/afternoon) on the map, with a strategic level where you could shift forces between phases. You could also come up with what-ifs, say adding Longstreets two division that historically returned from the southside forage trip too late, just in order to create more uncertainty and raise chances for Confed players in MP.
Sounds like with Chancellorsville there would be a lot of potential and possibilities for advancing the engine as well as adding a battle that is probably among the most interesting in history, and could attract a fair group of players.
In regard to WiTE, I would say in its defense that it is a very complex game -- by far not WiTP-AE, but the detail level is stunning. There is no way, with such a niche product, to get it out perfectly right in a finite time. Also, with such games there is a huge crowd of people asking this or that, expecting this or that, and some of them don't really show much insight in the historical reasoning that led to design decisions itself. There are some strange design decisions, though, and in some respects a step back to old War in Russia would have been better than to remove feature like production entirely.
It is fun, but a time-consuming monster like WitP-AE. The latter really is biased towards PBEM, the AI is mediocre and also could be much improved by the huge community crowd had it been given a powerful, dynamic scripting language framework such as ARMA2 has, rather than static scripting that e.g. relies on a scenario designer to assume when the advances typically hit a certain spot, rather than dynamically checking conditions for them.
Last edited by Janh on Wed Mar 21, 2012 2:18 pm, edited 1 time in total.
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Re: Battle of Chickamuanga
They are working on the next expansion. In time I'm sure we will hear which battle it will be.
The best choice for them would be Shilo or some other famous battle. Gettysburg and Antietam are titles that will bring in the bucks. A good title alone will bring in more interest and sales then would Chickamuanga.
Chickamuanga is a great and vastly important battle.
As far as WITE is concerned, yes it is very detailed and complex in certain areas and completely abstract and unbelievable in others. I have had it almost since release and the game was beta at release and is beta today. Ultimately, it is "unfix-able" because of the many strange game design decisions or designs that do not work at all, such as supply. Many areas require a complete rework of the code. WITE is what it is, but don't try to tell me that it is a representation of fighting on the eastern front. Its their game and they can have it.
They should hire Norb and Little Powell to take a look at it and see if they could "fix" it. Gary has a great reputation and has made some fine games, but WITE is not one of them and instead is a complete wash unless played against the AI and even then it can be really unbelievable.
I don't expect perfection. SWG is not perfect, but it is a very good representation and is fun. Well, SWG is actually excellent when you look at the AI and if you see how games are played in MP and then there is HITS.
The best choice for them would be Shilo or some other famous battle. Gettysburg and Antietam are titles that will bring in the bucks. A good title alone will bring in more interest and sales then would Chickamuanga.
Chickamuanga is a great and vastly important battle.
As far as WITE is concerned, yes it is very detailed and complex in certain areas and completely abstract and unbelievable in others. I have had it almost since release and the game was beta at release and is beta today. Ultimately, it is "unfix-able" because of the many strange game design decisions or designs that do not work at all, such as supply. Many areas require a complete rework of the code. WITE is what it is, but don't try to tell me that it is a representation of fighting on the eastern front. Its their game and they can have it.
They should hire Norb and Little Powell to take a look at it and see if they could "fix" it. Gary has a great reputation and has made some fine games, but WITE is not one of them and instead is a complete wash unless played against the AI and even then it can be really unbelievable.
I don't expect perfection. SWG is not perfect, but it is a very good representation and is fun. Well, SWG is actually excellent when you look at the AI and if you see how games are played in MP and then there is HITS.
Last edited by NY Cavalry on Wed Mar 21, 2012 10:19 pm, edited 1 time in total.
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Re: Battle of Chickamuanga
Is it "Chickamuanga"?
I thought it was Chickamuaga, or Chattanooga maybe? :cheer:
I thought it was Chickamuaga, or Chattanooga maybe? :cheer: