View Full Version : Interview with DanielMcBride at ACG
This will be the last interview before the release of TOAW 3... click here (http://www.armchairgeneral.com/articles.php?p=2680&page=1).
Yes, the last before the release.....!!! :bounce:
...whatever that means...
Bloodstar
05 Jun 06, 16:39
This will be the last interview before the release of TOAW 3... click here (http://www.armchairgeneral.com/articles.php?p=2680&page=1).
Yes, the last before the release.....!!! :bounce:
...whatever that means...
Excellent interview! :D
I will have to apology Daniel again as it seems for my bad behaviour in the start of the process heh :clown: but I was kicked out so matter was even hehe. Well, it was all in good faith. :cheeky:
Mario
Bloodstar
05 Jun 06, 16:47
This will be the last interview before the release of TOAW 3... click here (http://www.armchairgeneral.com/articles.php?p=2680&page=1).
Yes, the last before the release.....!!! :bounce:
...whatever that means...
addendum:
Great. But, regarding Voronezh scenario, I don't know if TOAW is capable
to historically portray what really happened there in the Summer of 1942.
Russians throwed some 800 KV-1 and T-34 against Germans and in fact Stukas
won the day for the Germans. And good tactics but Stukas obliterated many
Soviet tanks there and in TOAW Stuka is good vs. ships but don't destroy
many tanks actually. Dunno.
Mario
Dicke Bertha
05 Jun 06, 16:51
Mensch's Stukas and my Soviet tank regiments in GiO wouldn't agree...
Bloodstar
05 Jun 06, 17:03
Mensch's Stukas and my Soviet tank regiments in GiO wouldn't agree...
Hehe good old DB :laugh:
OK... ok...
BTW, it's nice that Daneil have mentioned control over ZOC's stickiness and leaderhip values as I was also proposing that. I want my name also in the credits for TOAW development contribution :clown:
Joke aside - graphics are great and I really like it, kudos to whoever done it.
This shows that TOAW is grandfather but grandfather that can still deliver good punch! :smoke:
What it really needs down the road is substantial changes and it is good that people behind the project are thinking same way. Think about it, maybe you could sell TOAW to Tibetian Defence Commesariat ;)
I think that there are still good ideas that can be tossed around and brainstormed to make TOAW better and more attractive for the future.
One of the things are maybe diplomatic / research / production features... Yes, yes, yes, now many will say to me that TOAW is about operations but that is the meat that I would add.
Think about Gary Grisby East Front game, there cities had production of some tanks, you could change PIII to PIV etc... Gamers like immersion that's why HoI was so popular. And you can fuel immersion and player's imagination by adding some realistic things from history, life into game. OK I carried away...
Mario
viridomaros
06 Jun 06, 03:50
One of the things are maybe diplomatic / research / production features... Yes, yes, yes, now many will say to me that TOAW is about operations but that is the meat that I would add.
Think about Gary Grisby East Front game, there cities had production of some tanks, you could change PIII to PIV etc... Gamers like immersion that's why HoI was so popular. And you can fuel immersion and player's imagination by adding some realistic things from history, life into game. OK I carried away...
Mario
i disagree
I think Norm already made the mistake to build a game which attempts to cover everything and as a result nothing work really as you would like it to work. Hearts of iron is a great game ( though lot of problems in it) but it's a different game, mixing everything to have the ultimate wargamme might be cool but unless you have a team with thousand of people working on it for years the result won't be any good. i prefer a game that does well in what it has been made for. A bit of flexibility like the scales in toaw is nice, but you already see the problems it generates.
I don't have the new version yet, i'll post my comments on it later
Bloodstar
06 Jun 06, 04:12
i disagree
I think Norm already made the mistake to build a game which attempts to cover everything and as a result nothing work really as you would like it to work. Hearts of iron is a great game ( though lot of problems in it) but it's a different game, mixing everything to have the ultimate wargamme might be cool but unless you have a team with thousand of people working on it for years the result won't be any good. i prefer a game that does well in what it has been made for. A bit of flexibility like the scales in toaw is nice, but you already see the problems it generates.
I don't have the new version yet, i'll post my comments on it later
OK, forget diplomatic and research that is almost ok now with TO and scheduled reinforcements... but at least rudimentary control of the production would be nice and would give nice chrome to Kaisers out there :clown:
Mario
viridomaros
06 Jun 06, 04:43
i'm not good when it comes to design but i believe it's already possible to increase the replacement rate of any given type of equipement.
I think a lot of scenarios are far from exploiting the full possibilities of the toaw engine.
Now i agree that the scenario which could benefit from this are already using up a lot of events but the increased event's limit in toaw III should fix that
Bloodstar
06 Jun 06, 04:58
i'm not good when it comes to design but i believe it's already possible to increase the replacement rate of any given type of equipement.
I think a lot of scenarios are far from exploiting the full possibilities of the toaw engine.
Now i agree that the scenario which could benefit from this are already using up a lot of events but the increased event's limit in toaw III should fix that
No, I am talking about simple model of production.
In Gary Grisby Second Front game that I played on Amiga you had cities in Germany and when you clicked them you could choose if you want to produce more PIIIJ or some PIVh or even Tigers (few). I think that you couldn't produce Tiger before some date but that could be defined...
Now, this feature could be optional. Also cities with production could be air bombed like in the game that I mentioned.
This don't add to micromanagment too much and is simple...
With some good ideas throwed to this system game would be much better for monster scenarios. Ww1, WW2 etc...
Players would have a lot more choice, does he want this gun or this, and this connected with some events and TO can make some new games every time you play. Like Europe Aflame but better.
If you don't like idea that is OK but I am talking about possibilities to make TOAW better. Every feature that is maybe too radical could have been avoided in scenario design or in menu turned on and off.
Mario
Ben Turner
06 Jun 06, 10:33
One runs into hindsight problems with this. No player will build the Bolton-Paul Defiant or the Me-110, since historically these aircraft proved to be disappointing.
Bloodstar
06 Jun 06, 14:07
One runs into hindsight problems with this. No player will build the Bolton-Paul Defiant or the Me-110, since historically these aircraft proved to be disappointing.
yes, but that would add rpg and what if dimension which is in fact already in TOAW
Mario
I like what you say, Mario. I think I played the game your talkign about, too, in fact it's still sitting on my hard-drive, collectign dust since I got TOAW. :)
But I did so like the production part of it, would be nice to see it in future version. This would also necessitate the need for the player to modify his TO&Es (which was an idea I proposed, although I may not have been the first, in the Matrix Developement Forum).
Bloodstar
06 Jun 06, 14:24
I like what you say, Mario. I think I played the game your talkign about, too, in fact it's still sitting on my hard-drive, collectign dust since I got TOAW. :)
But I did so like the production part of it, would be nice to see it in future version. This would also necessitate the need for the player to modify his TO&Es (which was an idea I proposed, although I may not have been the first, in the Matrix Developement Forum).
Good idea Veers, and thanks I appreciate that you find this ok what I say :D
Second Front was interesting game and there I saw squads first time in a wargame, maybe it was influence on Koger but maybe not, maybe some SSI game in the '80s had this as well.
Mario
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