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Viewing 15 posts - 31 through 45 (of 118 total)
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  • in reply to: Black Powder Periods #1245
    Kris
    Keymaster

    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!

    in reply to: Pixel Soldiers: The Great War Beta Thread #1244
    Kris
    Keymaster

    Admittedly I don’t know all that much about the Arabian units during the war. I’ll look into it.

    in reply to: Rethinking Leaders #1243
    Kris
    Keymaster

    I am aware of Joni’s games. I think you make some fair comparisons. Whereas his games have mastered the operational level hex style game, my games are more focused on a table top wargame style.

    One thing I want to keep with the Pixel Soldiers games is the way a player can just pick it up and instantly start playing with it. For that reason I’m always very cautious about adding anything that could add to the complexity of the games. So I like the idea of a hierarchy of commanders, but I do think it would need to be implemented carefully.

    I am thinking about watering down the importance of LP’s in the game, making proximity to an HQ more important. I’m thinking about allowing units to recover from disorder and rally from a rout anywhere on the battlefield, but if near to an HQ, the leader can use LP’s to increase the odds for success. Just an idea right now.

    in reply to: Rethinking Leaders #1236
    Kris
    Keymaster

    Thanks for the ideas and also, welcome to the forum IJN_Admiral! 🙂

    There’s two main problems I have with the leadership system in the Great War game. First, some of the battles can get very large so 5LP is a pretty paltry amount for the size of the armies. Second, leaders didn’t lead from the front. (You never had Field Marshal Haig leading a front line unit on horse back! )

    So here’s some thoughts I’ve had:
    -Have 1 or more HQ units that can move similar to other units in the map.
    -Depending on the size of the battle, have historical commanders you can add to the generals “staff”, at the start of a battle, to increase LP and give other advantages depending on the general.
    -HQ units have a command radius like IJN_Admiral mentioned. Units within the radius get a bonus and have LP costs halfed. (so units within the HQ radius are more LP cost effective)

    These are just design notes. None of this is concrete, so I’m inviting you guys and anyone else to let me know your thoughts on these things.

    Also, I’m thinking mainly about the Great War game. Any leadership changes can be different for the other games in the series. After all, the way 20th century armies were led was far different from the Napoleonic era.

    in reply to: An Official Discord Server #1230
    Kris
    Keymaster

    Thanks! I’ve not tried Discord before. I’ll give a look and let you know if I create a server.

    in reply to: About Gettysburg #1225
    Kris
    Keymaster

    Thanks for the support! Only The Great War beta has immersive mode right now. The other games will be updated after the beta is final.

    in reply to: Pixel Soldiers: The Great War Beta Thread #1222
    Kris
    Keymaster

    Sorry. Will be rolling out a new update today with a bunch of changes to do with tanks and breaching. Thanks for letting me know.

    in reply to: Pixel Soldiers: The Great War Beta Thread #1218
    Kris
    Keymaster

    Interesting idea. Thanks! 😀

    in reply to: Black Powder Periods #1212
    Kris
    Keymaster

    Thanks! I am familiar with Black Powder, but I’m yet to play a game. Happy to hear any suggestions you have about that! 😀

    in reply to: Black Powder Periods #1210
    Kris
    Keymaster

    Hi Mike!

    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.

    in reply to: Pixel Soldiers: The Great War Beta Thread #1208
    Kris
    Keymaster

    Breaching works again with the latest beta, but seems to be not as effective as it was before. I’ve made some changes to the attack algorithms, and I still need to do some fixing. I’ll send out a new update soon!

    in reply to: Pixel Soldiers: The Great War Beta Thread #1206
    Kris
    Keymaster

    Sorry! My over-reactive spam filter ditched it, but I’ve dug it up and is displayed above! I can’t seem to find the screen shots though. But, wow! Very comprehensive report there! Thank you! I think the 0 damage enemies problem is now fixed.

    in reply to: Pixel Soldiers: The Great War Beta Thread #1203
    Kris
    Keymaster

    Thanks. I’ll try fix this in the next update.

    in reply to: Pixel Soldiers: The Great War Beta Thread #1201
    Kris
    Keymaster

    Can I ask what phone you were using?

    in reply to: Pixel Soldiers: The Great War Beta Thread #1193
    Kris
    Keymaster

    Beta 13 has probably fixed the invincible enemy bug. Weapons have been adjusted so you will be seeing combats calculated differently from before. Let me know if you disagree with how any how fights are calculated in this latest beta e.g. if you think rifles should do less damage against artillery at long range etc. Thanks!

Viewing 15 posts - 31 through 45 (of 118 total)