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PostPosted: Wed 2 May 2012 18:09 
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Those are only military losses, not civilian. The original statement was with regards to losing too many men in a campaign; Satire responded that the Soviets did that and still won, and I pointed out that the actual losses were closer to parity.

Oh, ok - thanks for clearing that up.

I think that you have to put it in the comparison with overall size of forces used.

And what is more divide German loses on both theaters. Something like this http://en.wikipedia.org/wiki/File:WW2.gif (I really don't know where are Polish loses from 1939 and 1940 :roll: )

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PostPosted: Wed 2 May 2012 20:54 
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well this whole issue could be nicely fixed with an PAID DLC that adds different modes! and maybe some more maps that work with those maps!

more money for the developer and more fun for us!


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PostPosted: Wed 2 May 2012 21:54 
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BelgarionNL wrote:
well this whole issue could be nicely fixed with an PAID DLC that adds different modes! and maybe some more maps that work with those maps!

more money for the developer and more fun for us!

It could also be fixed with mod tools, and FREE MODS that fix it.

It could also be fixed with FREE PATCHES. After all, why should you PAY to FIX a game?

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PostPosted: Wed 2 May 2012 22:21 
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BelgarionNL wrote:
well this whole issue could be nicely fixed with an PAID DLC that adds different modes! and maybe some more maps that work with those maps!

more money for the developer and more fun for us!


With the player numbers back to 1000-1500 per day, a paid for DLC would split the community and probably kill it. Besides, Eugen are hardly going to get rich on a few hundred DLC sales.


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PostPosted: Wed 2 May 2012 23:15 
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I'd pay money for 50 more single player scenarios. I've played every single one (except the tutorials) at least three times by now.

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PostPosted: Wed 2 May 2012 23:55 
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100% agree with the first post


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PostPosted: Thu 3 May 2012 07:05 
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Space wrote:
Another way of achieving the same thing is to make it like RUSE - low points start, but fast income from sectors.

Taking ground in W:EE is not important enough, because you can hold off a large force with a fairly cheap defence. If it was changed to be like RUSE, you would be forced to take ground, or within 15 minutes your opponent would have 50 artillery pieces!


This would lead to an even more static game imo. I myself dont like the idea of having only one viable strategy to play a map (get zone x and y and then buy units a and b to beat their unit z, etc). Dunno how else to put it but there are already enough strategy games that revolve around economy and not about tactics.
Adding new victory conditions for new maps is a good idea though.


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PostPosted: Thu 3 May 2012 08:17 
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Misfit wrote:
Space wrote:
Another way of achieving the same thing is to make it like RUSE - low points start, but fast income from sectors.

Taking ground in W:EE is not important enough, because you can hold off a large force with a fairly cheap defence. If it was changed to be like RUSE, you would be forced to take ground, or within 15 minutes your opponent would have 50 artillery pieces!


This would lead to an even more static game imo. I myself dont like the idea of having only one viable strategy to play a map (get zone x and y and then buy units a and b to beat their unit z, etc). Dunno how else to put it but there are already enough strategy games that revolve around economy and not about tactics.
Adding new victory conditions for new maps is a good idea though.


So what win condition do you suggest then?

Economy is not really that important in W:EE at the moment and neither is map control. Make sectors more valuable by lowering starting money and increasing income rate and suddenly map control is important because you need that money. The other alternative is some kind of capture the flag system, but considering that economy is already tied to map control, then it seems strange not to simply tweak the economy to make sectors more important.


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PostPosted: Thu 3 May 2012 08:30 
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Lower than 1.5K initial money brings the problem of "Not being able to have at least a small counter to everything" so spamming one type of unit becomes viable, that's kind of the problem. Over 2.5K initial money brigs the problem that there is efficient counter to everything though.

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PostPosted: Thu 3 May 2012 09:43 
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Get rid of map control completely (and especially those super-imposed command zones), and replace it with a steady trickle of (optionable) slow/medium/fast reinforcement points.

Command Vehicles are still used - to call for reinforcements (those reinforcements enter the map at the nearest location to the CV (if that's programmable). It's entirely up to the player to locate where that will be, and "secure the area".

The game doesn't automatically end if a player loses all CV's, but they can't call for reinforcements until they buy a new CV (maybe there should be some kind of delay in its arrival, to mimic the breakdown in command structure).

Call it "Hardcore Mode" and sit back as players finally have reason to explore the Hell's Highway map in its entirity (and others). :mrgreen:


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