I find it very interesting as there are a lot of managerial stuff to study and a lot of tactics too.
The only things I find overwhelming is how much demanding is this game in terms of time spent managing and micromanaging battles, economy, plans.
I like a lot Diplomacy too.
Talking to people is maybe the thing I appreciate the most.
But it requires time as well.
You need to find the right way to communicate, you have to think a lot about how to propose deals or to find advantage where others can't see it.
I know a lot of stuff can be done becoming a Member, queueing tasks and movements.
Still I think it requires a lot of time.
I mean, sometimes I was spending more time in CoW than in my job
So, I am curious,
how much time do you spend in this game?
Thanks for any reply.
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43 Replies
29 May 2022, 17:01
Good points! Some of the mechanics would need re-thinking. Perhaps even getting rid of the retreat exploit. After all, why should artillery (which takes time to position, assemble, arm, and aim) get an advantage from moving? Artillery should get an advantage from staying put, and a penalty from moving.
The patrol mechanic also needs a re-think. For example, patrolling fighters automatically impale themselves on AA guns instead of staying high up to intercept bombers. I should be able to tell my fighter wings what kind of mission they're on. Air superiority (target enemy fighters)? Bomber intercept? Or strafe any target of opportunity?
29 May 2022, 23:00 (edited)
z00mz00m wrote:
Because I'm trying to meet the game developer in the middle?
There is no meeting in the middle when it comes to money bytro won't change the system. let's hope for a revolution
"I don't know jeff!" Chris kamara
30 May 2022, 14:09
z00mz00m wrote:
After all, why should artillery (which takes time to position, assemble, arm, and aim) get an advantage from moving? Artillery should get an advantage from staying put, and a penalty from moving.
Good point. IRL, arty usually needs several rounds of adjustment fire with a spotter to fire and adjust before hitting a target. Having arty bombardment weaker with the first volley would be more realistic. Although at the same time when entire regiments are bombarding, it's probably difficult for spotters to determine which points of impact belong to a given arty gun.