Hence no dysentery support /\
Hence no dysentery support /\
Gameplay Suggestions: https://www.youtube.com/watch?v=JjUuaVXTJsY
Old Pennsylvania Discord: https://discord.gg/MjxfZ5n
CSA Captain
It's both in early access as well as in alpha.
Early access is not a specific point in a game's development cycle. You can have pre alpha early access games as well as practically fully finished products released on the early access platform.
Alpha: Core game systems are being developed and implemented.
Beta: Most, if not all core systems have been implemented. Bug and balance testing as well as optimizations is generally the main focus for betas.
- Trusty
CSA Captain
Early Access was an entirely separate phase in development, and differentiated from both Alpha and Beta by your own Kickstarter program at some point in time. Forgive me if something has changed, but that was the information I based that comment on.
Just when I thought I was out...they pull me back in!
I've not played for several weeks now, and there's really only one reason for that:
Skirmish Mode is shallow, Pickett Patrol is shallow, and I realise that these things are a means to an end, but I did not come here for a 'quick fix'. Having read, multiple times, that Historical mode was far in the future I just lost interest because what is presently on offer has no depth at all. Now before you reply to this understand something, WoR has given me some of the most immersive experiences I've ever had in gaming. CG have got the basics bang on, I have no doubt they'll get the Artillery basics bang on too, but Civil War combat needs something more than the drop in drop out experience offered by the two game modes WoR currently offers. On paper, re-fighting the Battle of Antietam in an FPS environment sounds fantastic, in reality the game has not delivered......yet.
Players know how to win these maps, thus the tactics almost never change, and that has gotten stale. Being boxed in on these little maps offers very few of the tactical options that a Civil War game must have in order to be something more than just another shooter in a genre that is already saturated.
''I'm here to play an American Civil War era combat game, not Call of Duty with muskets.''.
As there is no consequence to winning or loosing a match, the game is shallow. Spawn, maneuver to the same few spots whatever the map is, shoot, win or loose, no consequence or reason to especially want to win. Sometimes the leaders get creative, most times it's just doing what you've done in tens of previous matches.
The picket patrol maps aren't played. While wonderfully random, you get sometimes to do nothing for 10 minutes straight.
Why not have respawns on picket patrol maps? The basic spawn locations will have to move, true, to somewhere near the biggest accretion of players as they maneuver (just set a fixed 2km distance between enemy spawn positions, oriented and moved continulusly or in increments on a line determined by the 2 biggest concentrations of troops on the map). Or some other simplistic rule.
Why not consider 25 consecutive skirmishes a campaign, won by whoever wins more times?
Why not fight the different stages from one of the big battles (surely they can be divided in how many small encounters you'll choose).
Why not have a string of 25 historical places where battles took place and a campaign starting at the middle one. Your side wins, you push to the next, you loose and you retreat to another location. Sherman's taking of Atlanta comes to mind, why not have that string of engagements?
Why not have a map with places where battles took place, the aim being to take the respective capitals? Advance on a wide front, you have supplies and quick respawns. Be in a long narrow spearhead, have longer respawns in battle. How far will you push? Have your various regiments actually deployed on that map, countering the enemy movements. At the start of a match, a poll where do we fight now? Attack a new territory, defend what you hold? Have cities and forts that confer boosts to respawn speeds or numbers in matches, so as to make the game strategic in nature.
Not shallow?!
Last edited by EneCtin; 05-04-2019 at 07:38 AM.