August 16, 2018 at 5:05 pm #1209
I enjoy the napoloenic era in regards to table top gaming. There is nothing like a heap of near as possible historically painted miniatures with scenery to enjoy a weekend with. Such color and majesty! Unlike these modern drab days.
At any rate, I have now purchased your WW1 game and rated it which you thanked me for as well as the waterloo game which i have yet to rate.
I have some suggestions concerning future games in the realms of Black Powder era which covers basically the 1700s till the Great War period.
In table top games such as “Black Powder” by warlord games the melee combat is heavily affected by “supporting” troops around the units. This doesn’t seem to be the issue with your games (perhaps wrong) and it should be (if digitally possible). The game feels much more like the WW1 of lets run around and shoot stuff.
Granted, they are much different games but is it possible to do any of the following. I’m asking just a couple questions as i’d like to know what’s REALLY possible for your way. There is no use for a wall of text that you look at and go “ummmm, nope my engine runs on gas not diesel”.
Can formations be included? For example squares – The historical defense vs cavalry for most nations.
Can actual linear warfare be handled – This would mean having width and depth to your lines (your battalion level is the historical correct fighting element. Just needs to include the Regimental status (2-4 battalions per regiment usually).
Thank you are you have done a GREAT job, love the games and i find them very fun.August 16, 2018 at 10:22 pm #1210
Thank you for the suggestions.
The games do recognise when an enemy is flanked. A flanked enemy will receive a penalty when attacking. If you have more thoughts on support then let me know.
Can you elaborate a bit more on how you think linear warfare can be better implemented?
Formations are perhaps over simplified in the game. Infantry are assumed to be forming square against cavalry attacks unless disordered (hence their greater or worse combat stats in the game when this happens).
Always happy to hear new ideas though. Pixel Soldiers has continuously updated its game mechanics since it was first released, so there will certainly be more changes to come.August 17, 2018 at 9:11 pm #1211
I do have opinions, however they may or may not be able to be incorporated into your systems. I’d love to replicate the feel of the tabletop gaming in regards to BP. It’s rather simplistic but can result in really wild outcomes to games. You can have victory in your grasp only to watch a unit misunderstand your orders and have it go rumbling off somewhere.
It’s a huge difference in a table top game and what you are producing to the “feel” of the system. I will write down how the system works and link some short videos so you can see what i’m talking about.
Thank you so kindly and i wish you great success.August 18, 2018 at 4:13 pm #1212
Thanks! I am familiar with Black Powder, but I’m yet to play a game. Happy to hear any suggestions you have about that! 😀September 13, 2018 at 4:53 pm #1238
I haven’t forgotten about this, just not sure how to go about my thoughts in a useful manner. I’m still thinking. I LOVE your system and if i can help improve the fun of it i’d like to do so in a positive manner without wasting your time. I did respond to the leadership in the other thread which would carry over significantly into this.
I suppose my idea of linear warfare and it’s feel is taken only from tabletop gaming and BP is a command and control type of game where the combat is automatic and out of the players control. It’s a game of issue orders and then resolve what was heard. Lastly is combat which each unit automatically shoots the closest target it has line of sight on. That game is not this one and i’m not sure how to incorporate what i’d like to see from that genre of games into the E-version you are so kind to spend the time to write for us for reasonable fee.September 13, 2018 at 8:18 pm #1245
It is difficult. Tabletop games and video games are different things, but ideas here and there can be translated across platforms. Finding ways to implement surprise results, and keeping games on a knife edge without the player feeling at the mercy of an RNG system, is a difficult one!
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