#4037971 - 11/19/14 06:13 PM
Re: War Cabinet Game – new screenshots Mig-29 pair
[Re: Mechanus]
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MarutiaOrtia
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Crocodile is coming.. go hide your vehicles
Here it is: The flying beast Mi-24 Hind. At first look you understand that the nickname “flying tank” is well deserved.... What do you think? Share your thoughts and comments. I've personally never agreed with the the nickname 'flying tank' that seems to given to aircraft- whether it's the Hind or any other, it's a superficial, nonsense comparison. If it's supposed to be armed or armored like a tank, aircraft are certainly not that. Even the vaunted A-10 does not fit in either of these categories. And the fact that aircraft fly and tanks do not makes the term 'flying tank' like an oxymoron, in my view that's like calling a shark an 'ocean lion' or something. If gathering like with like is the basis for comparison, the Hind does not really correlate even with Western gunships like the Apache, it's probably more similar to a mobile air assault role of the American Huey in Vietnam or Blackhawk helicopters but with lots of weapons attached, and even that comparison should be clarified. The Hind actually fills a role more like CAS aircraft when the Soviets didn't really have anything like a ground attack jet, the flight characteristics and Soviet doctrine of how they should be employed makes it more like a CAS plane, since they aren't supposed to hover behind cover (trees, hills, buildings, etc) and pop off missiles, but rather they keep moving fast, swarming over the battlefield. Furthermore, small unit commanders wouldn't expect to have access to them in a conventional war like a Western counterpart to air support, since they tended to be organized into independent helicopter regiments, higher echelon commanders would instead have like a form of mobile artillery that could perform large strikes on massed targets, on key points such as river crossings, or to capture or destroy installations (where their transport capability could also mean inserting troops at places to storm targets or cut off escape routes), or as a fast response to enemy forces attacking and penetrating behind the lines. You have a good point here. Is it realistic? Hell no, but it’s still gives a nice flavor to some boring names. War nicknames are born from the crews and soldiers who use or been targeted by these machines. The history shows that in many cases weapons’ nicknames become much more popular and widely used that the original. What would you say about B-17 Flying Fortress?
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#4043921 - 12/01/14 03:19 PM
Re: War Cabinet Game – new screenshots Mig-29 pair
[Re: MarutiaOrtia]
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MarutiaOrtia
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War cabinet story part 4: 48 Hours Later - The price of Victory You haven’t slept much in the last days. Many unsettled questions are within your head… How can I best serve my country? You should not only be excellent military commander, but also you are expected to take the burden to spend scare resources of your country to wage war… instead of these been used for the people and their wellbeing. How this could be balanced? What is really necessary in this dark time? Read the whole story at: http://www.warcabinet.net/story/Share your thoughts and opinion.
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#4051096 - 12/15/14 08:59 PM
Re: War Cabinet Game – new screenshots Mig-29 pair
[Re: MarutiaOrtia]
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Mechanus
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An economic system makes sense if you are simulating the level of grand strategy- where the player isn't fighting the war with individual vehicles.
At smaller scales, this is just a means of the player 'earning' more units, but doesn't make any military sense. You go to war with what you've got, you can't simply buy more units in the thick of it, you won't have troops mining resources or building farms while they are shooting at one another. Apart from that, it's sometimes what developers use to add more playability by adding an extra dimension in what is otherwise a weak or easy strategy game. In other words, what keeps a player from kicking butt is an economic system imposed on him denying him the resources that he would have otherwise got at the outset, or it makes him juggle extra tasks, thereby adding the illusion of deep gameplay. It's an artificial constraint in that respect.
Instead of resource harvesting, I would much rather prefer supply trains and supply routes modeled.
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#4051654 - 12/16/14 07:14 PM
Re: War Cabinet Game – new screenshots Mig-29 pair
[Re: Mechanus]
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MarutiaOrtia
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An economic system makes sense if you are simulating the level of grand strategy- where the player isn't fighting the war with individual vehicles.
At smaller scales, this is just a means of the player 'earning' more units, but doesn't make any military sense. You go to war with what you've got, you can't simply buy more units in the thick of it, you won't have troops mining resources or building farms while they are shooting at one another. Apart from that, it's sometimes what developers use to add more playability by adding an extra dimension in what is otherwise a weak or easy strategy game. In other words, what keeps a player from kicking butt is an economic system imposed on him denying him the resources that he would have otherwise got at the outset, or it makes him juggle extra tasks, thereby adding the illusion of deep gameplay. It's an artificial constraint in that respect.
Instead of resource harvesting, I would much rather prefer supply trains and supply routes modeled. Thank you very much for your comments and opinion :-)
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#4054745 - 12/23/14 12:48 AM
Re: War Cabinet Game – new screenshots Mig-29 pair
[Re: MarutiaOrtia]
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MarutiaOrtia
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Warmest greetings of the Season Happiness in the New Year with Christmas Blessings! Mindheart team
Last edited by MarutiaOrtia; 12/23/14 04:08 PM.
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#4061329 - 01/08/15 09:53 PM
Re: War Cabinet Game – new screenshots Mig-29 pair
[Re: MarutiaOrtia]
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Mechanus
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Well, what is the scope of your game?
Certain kinds of repairs i.e., depot level repairs, don't occur in the field. What is meant by resources? Spending the 'cash,' and the unit is repaired? Obviously, that's not really how repairs are performed, that's a kind of game abstraction.
Soviet equipment was often both praised and derided for being simple to maintain on the one hand, but lacking survivability on the other. But the Soviets weren't concerned as much as survivability for a very practical reason- there's no point in making a equipment that is too survivable if it's not expected to survive. Particularly in WW3, if the Soviet timescale calls for the War to end in a matter of days, there won't be time to retrieve damaged or wrecked vehicles, send them to the shop, then send them back in- the War would be over long before all that. Hence, the designs tended to be more 'disposable' if you like, the lives of crews not as important as they too wouldn't expect to survive long, especially in a nuclear battlefield. Just live long enough to do the job before radiation contamination kills everyone.
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#4062871 - 01/12/15 02:16 PM
Re: War Cabinet Game – new screenshots Mig-29 pair
[Re: Mechanus]
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MarutiaOrtia
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Well, what is the scope of your game?
Certain kinds of repairs i.e., depot level repairs, don't occur in the field. What is meant by resources? Spending the 'cash,' and the unit is repaired? Obviously, that's not really how repairs are performed, that's a kind of game abstraction.
Soviet equipment was often both praised and derided for being simple to maintain on the one hand, but lacking survivability on the other. But the Soviets weren't concerned as much as survivability for a very practical reason- there's no point in making a equipment that is too survivable if it's not expected to survive. Particularly in WW3, if the Soviet timescale calls for the War to end in a matter of days, there won't be time to retrieve damaged or wrecked vehicles, send them to the shop, then send them back in- the War would be over long before all that. Hence, the designs tended to be more 'disposable' if you like, the lives of crews not as important as they too wouldn't expect to survive long, especially in a nuclear battlefield. Just live long enough to do the job before radiation contamination kills everyone. Thanks for your reply and comments. We are creating a strategy and war game with many scenarios in order to give attractive battle experience to the gamers. We will have in mind all your remarks
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#4092457 - 03/15/15 06:05 PM
Re: War Cabinet Game – new screenshots Mig-29 pair
[Re: MarutiaOrtia]
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NikiAlex
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Long range firepower was added to the game. M109 is available for play with House of Orange. Surely this will bring more challenge and tactical options into the battles. More weapons could be seen at: http://www.warcabinet.net/gallery/
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#4111746 - 04/25/15 06:34 PM
Re: War Cabinet Game – new screenshots Mig-29 pair
[Re: MarutiaOrtia]
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NikiAlex
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Somebody wants to share his game combat experiance? I've have come with this scenario: Start preparing force allocation in the war theater. Using balanced mix of frontline units (infantry, mechanized and armor) and sufficient number of support formations (Artillery, Air Defense and Logistics) On operation level prefer to Use of “shock” formations for quick penetrations. Typical one would include mix and Armor and Mechanized unit for recon and spearhead assaults. This would be accompanied by second line of self-propelled artillery batteries. When on offensive you would need mobile support formation to keep up with the advance. Mobile Air Defense is also necessity for most major engagements. CAS used extensively when available. Watch out, suppress or avoid enemy SAMs when using air assets. What would be you tactics and force composition when you want to achieve quick breakthrough? Would you share your preferred equipment for the mission?
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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