Re: What should CA concentrate on for future releases...
Of course, the obvious point here is that a player is not the general. TW is simply not a role playing game, and like most stategy games, the player's role is one of a primal force, not an individual being. M:TW and S:TW both clearly demonstrated this by allowing us to continue our battles after the general dies.
You're closer to being the command structure of a people then you are to being their general. The player is simultenously in control of many exchangable people - the general of any particular battle, but simultenously his lieutenants and commanders, and you're quite capable of body-jumping into the next in the chain of command whenever any of these people dies.
And that's not even getting into the generation-spanning strategic map.
Re: What should CA concentrate on for future releases...
On subordinate commanders: True. This is why I suggested that all orders which do not involve a new destination are executed without delay - like hold, fire-at-will, wedge, and so on.
Improving gameplay: Whether or not it's an improvement is of course highly subjective. I think it improves realism - which is argueably not the same as gameplay. But if it's an optional, then I don't see what the harm is.
Phatose: I know that the player is not the general in the strictest sense of the word. The player controls whoever is in charge, at any given point in space and time. I'm not advocating that TW be changed into a RPG, at all. I'm merely suggesting a way to improve upon the simulation aspect of battles.
Re: What should CA concentrate on for future releases...
This is what I think.
It would be pratically impossible to have a totally realistic control method, and, I don't think it would be so enjoyable. Most decisions on tactics would have been made before the battle even started based on the terrain, troops available, what forces you are facing and information gathered about the commanders. You would then place your captains in command of the most suited troops for their part and explain what you wanted them to do without, I believe, regulating their moves step by step e.g. allow them options and initiative. The reason you could allow them is that you have chosen them and trained them to compliment your style of fighting and allocated them to suitable tasks e.g. you wouldn't have some good at hit and run tactics holding the centre of the line or a heavy cav specialist in command of horse archers. On the day of the battle the orders would be amended to suit if possible, but if you've sent cav to hide in woods ready for a rear attack it wouldn't be advisable to send runners to them and give away their positions. Once the battle actually begins communicating with individual units would be extremely difficult and you would have to rely heavily on your delegated commanders.
In terms of the game I see it as you are actually playing the general and, to some extent, the captain of every unit. Obviously this has advantages and disadvantages such as all of your captains understand the exlicit details of your plan, cos it's you ~:eek: , but it means you have to jump between all the units and the actual delegation is drastically deminished. That said I like it the way it is, in RTW the battle is a lot faster, I only played the demo, but I believe this to be a good thing where a wrong click can be construed as a wrong decision or where your captain doesn't do exactly what you want them to do.
I am happy with the demo and see no reason why I wont be happy with the game, for those who want total reality I would only say that there is a reason why there are so few really successful generals in history.
Anyhow, that's just me ~:wave:
Re: What should CA concentrate on for future releases...
The reason, Ja'Chyra, that history produced so few successful generals, is in my opinion a simple lack of practice. A computer game offers a zero-stakes environment in which you can mess around and learn all you want-- people will adapt to practically any interface, as long as it is FUN.
As I said before, I would envision the battle phase broken down further. There would be maybe two or three minutes for both sides to arrange troops in their deploy zones-- and watch what the other side is doing, from a distance. Then there would be maybe three to five minutes to assign leaders and give initial orders.
I think that purely from a dramatic perspective, this sequence of events is more given to anticipation and suspense. Instead of just running in there in a compact formation with a general idea of bombarding your enemy and waiting for the right moment to double-click behind his line, you actually have the opportunity to see him deploying and think and plan ahead (and then hope it doesn't fudge up).
At any rate, I'm not saying that the current system is whack or that I won't enjoy RTW. I just think that the system I've described would be nice, and I've tried to show how it would be both feasible and fun. It is, in my opinion, a logical future step.
Personally, I'm very much looking forward to RTW the way that it is.
DA
Re: What should CA concentrate on for future releases...
Exactly my point Del Arroyo, you get one crack at it and either you win or in all probability you're dead or captured.
I also believe that almost all of the people who think they could do it wouldn't hack it as an actual general, and this is not an insult, who here could make all the strategic and tactical plans as well as the logistics knowing that their decisions will mean life or death for thousands of people? Who could send thousands of people to their deaths and still sleep at night? And who could make these decisions while actually on the battlefield?
But, we're lucky, it's only a game ~:) and I am looking forward to it being released. ~:cheers: