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#3371373 - 08/20/11 04:09 PM Wargame: European Escalation
TacError Offline
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Registered: 05/28/11
Posts: 53
Loc: Vancouver
Looks like the makers of RUSE are now producing a new game set in the Cold War, and more interestingly, is inspired by classic wargames like Close Combat and Steel Panthers. One thing's for certain: It's not going to be RUSE 2 or a World in Conflict clone.

http://www.wargame-ee.com/

Trailer:


Interview:

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#3371551 - 08/20/11 10:34 PM Re: Wargame: European Escalation [Re: TacError]
Destraex Offline
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Registered: 02/07/04
Posts: 86
looks interesting. Reminds me of world in conflict

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#3373621 - 08/23/11 08:23 PM Re: Wargame: European Escalation [Re: Destraex]
TacError Offline
Junior Member

Registered: 05/28/11
Posts: 53
Loc: Vancouver
Similar World in Conflict? Superficially. The developers have said they were inspired by old wargames like Steel Panthers. World in Conflict, on the other hand traces its lineage to class-based first person shooter games.

New preview by Rock Paper Shotgun:
http://www.rockpapershotgun.com/2011/08/23/he-rues-the-day-wargame/

And gameplay:



Edited by TacError (08/24/11 06:34 PM)

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#3388754 - 09/12/11 05:59 PM Re: Wargame: European Escalation [Re: TacError]
Yobbles Offline
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Registered: 09/10/11
Posts: 245
If it really does have the depth and realism of Steel Panthers then I'm in but if it is just a RTS game with basic hit points and health bars then I'm out. I suspect the latter.

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#3388764 - 09/12/11 06:31 PM Re: Wargame: European Escalation [Re: TacError]
Hellfish6 Offline
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Registered: 08/12/05
Posts: 200
I actually liked RUSE. It was an interesting concept in wargaming that, while not perfect, showed that at least someone is trying to innovate. I'll certainly give this demo a shot.

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#3388778 - 09/12/11 06:45 PM Re: Wargame: European Escalation [Re: TacError]
TacError Offline
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Registered: 05/28/11
Posts: 53
Loc: Vancouver
I don't know about the specifics of the health/armor system, but I pulled these bits from various interviews:

Quote:
Each vehicle also has experience and is named, for ease of identification, as well as a stress status; if they get too stressed, they’ll attempt to flee or at least retreat. “R.U.S.E. was more boardgamey; this is like if you are building an Airfix model, you want it to have and use all the characteristics of the real thing, but very simple to play with.” Is this more for hardcore gamers then? “We want the game to be really easy to play with, for all the units.”

Le Dressay demonstrates on an unfortunate enemy T-72 that a recon unit has spotted. The Abrams has to move through a hedgerow to get a clean line of sight to the T-72, but as soon as it spots it, it stops moving and fires, stunning the enemy tank with a direct hit; “it is like, one of the crewmen has been killed”, says Alexis. “Even if I can’t penetrate the armour, I can distress them a lot, making them retreat and destroy them finally.” The experience of the Abrams crew speeds up the reloading process (as well as aiming and repairing) and it gets its second shot off whilst the T-72 is attempting to turn and retreat, destroying it. We could have forced the Abrams to shoot earlier, without sighting the tank, but it would have been very inaccurate. Also, if we’d left a stunned or malfunctioning tank alone, the crew would have themselves taken the time to repair the problem, be it a loose track, fuel leak, or general malfunction.


Quote:
Should you make a critical hit on an enemy tank, you can even temporarily disable one of its tech components -- such as a firing computer. Soviet tanks are not very heavy on tech so you might disable a component in a few more advanced models, but making a critical hit on the more advanced NATO tanks can disable them for quite a while.


Quote:
When a shell hits its target, the location of the hit, momentum, range, and a smattering of random chance determine whether a crew member dies, slowing down the inner process that he was responsible for, or a mechanical part, such as the fuel tank, the gun stabilizer, or the tank's internal ammo storage are damaged, making that part of the tank useless until repaired.


Edited by TacError (09/12/11 06:48 PM)

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#3388850 - 09/12/11 08:41 PM Re: Wargame: European Escalation [Re: TacError]
Yobbles Offline
Member

Registered: 09/10/11
Posts: 245
That sounds quite detailed, thanks. Now I am interested. Only negative thing is he said the tank automatically fired so that means we can't micromanage units and tell them when to fire or not and which weapon to use, like you can in SP.

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#3388925 - 09/13/11 12:08 AM Re: Wargame: European Escalation [Re: TacError]
TacError Offline
Junior Member

Registered: 05/28/11
Posts: 53
Loc: Vancouver
Actually, you can. The developers said in the previews that preserving ammunition is part of the gameplay. From the Rock Paper Shotgun preview:

Quote:
Finally, as they’ve brought so many of the other simulation elements in, they’ve also introduced the ability and necessity to manage your ammo on each vehicle; you don’t want your T-72 using its main cannon, with its extremely limited ammo, against infantry if there are Abrams tanks prowling around. “For example” says Alexis, “my Abrams tank has stabilisation system, optical system, different kind of armour on the front, back, top, specific engine, specific track that’s more reliable when you pass through streams… a lot of parameters. It’s like you are playing an RPG.”


Edited by TacError (09/13/11 12:08 AM)

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#3389395 - 09/13/11 01:25 PM Re: Wargame: European Escalation [Re: TacError]
Yobbles Offline
Member

Registered: 09/10/11
Posts: 245
Good, thanks again.

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#3391005 - 09/15/11 05:38 PM Re: Wargame: European Escalation [Re: TacError]
TacError Offline
Junior Member

Registered: 05/28/11
Posts: 53
Loc: Vancouver
Found a new preview. Same stuff, but goes into a little more depth than the other ones:

http://www.gaminglives.com/2011/09/16/wargame-european-escalation-preview/

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