Very recently I have been 'stomped' for not giving a detailed technical and dry analysis of what is wrong with Pokemon-CoW, but giving it to the public in a more creative way, demonstrating the ridiculous nature of some changes.
Though everyone else got the meaning exactly, it went beyond that reader.
Thus here goes for a new analysis of the game so far, in which I will give a few tries:
Try A. Whats not wrong with Pokemon-CoW?
Oh? That was not dry? More detail wanted? Here goes:
Try B. In 1 phrase: Everything FEELS wrong, while the FEELING of a game determines its success, like the FEELING of a glove, which, if it fits well, YOU WILL LIKE to wear and when it doesn't, you will NOT CHOOSE to wear.
Not enough? OK then, here goes another try:
Try C. Herewith a list of failures in Pokemon-CoW; that is, if it pretends to be a worthy replacement of The Real CoW.
These do not deal with exact numbers, because exact numbers are COMPLETELY IRRELEVANT to the core principle of most misconceptions. The numbers accompanying these misconceptions can easily be changed; the misconceptions are at the core of the new game though, and cannot be changed without again changing the game:
1. Buildings:
a. Every building is now practically single-use, single-purpose, which kills all variety and freedom in choices to shape your economy and industry and thus army and thus your military campaign and thus your own play-style.
b. Indeed, there are little side effects to buildings, like a 1% moral influence for a Weapon Factory, which besides being completely illogical, is such a minor influence that it is ridiculous.
It goes so far that I am now building weapons factories and barracks in far away industrial centres - which will never-ever produce a single unit - to solely improve moral, because for some weird logic applied by who knows who, Infrastructure (which provides a 5% moral influence bonus) can't be constructed in cities...
c. Buildings require manpower to be constructed. NOT temporarily, no, they consume it.... Excuse me? Yes, they consume it. It is like in the Soviet Union during Stalin or Brezniev: "Send the prisoners to build that road! Work 'm till they are dead!" Or, much earlier with the Pyramids, where all workers who knew too much of the construction were killed off, so no-one could tell where the entrance points were. (Sorry, I cannot go dryer in my descriptions; descriptions must live IMO)
So, in Pokemon-CoW, you send 3400 workers to build a level 4 IC (say 5-6 hrs wait-time to gather them and 14-15 hrs to get even from increased manpower production = a set back of roughly 20 hrs... ) and then, when the building is finished, you kill them all. Where is the realism in that???
2. Units:
a. Unit roles are being changed away from realism, simply because a certain role must be filled or must be eliminated in the eyes of the devs.
But isn''t this supposed to be a RTGS WW2 simulation game? Or is it just an imitation of a Chinese-Money-Sink-Game?
Like: "Don't complain. Just learn the new roles and you will be fine. Who cares whether they are realistic? "
Well, I do. It was one of the great features of CoW as it was.
As someone proposed earlier: why have PZ III's (or was it IV's?) on the map, if they might just as well be Monster Insects shooting laser beams from their butts?
b. Unit stats are so terribly misconceived and unrealistic!
-i- Light Tanks have to run away from defensive positions, when other Light Tanks attack that position, and thus leave the defense to ACs and Infantry... Astonishingly, the ACs and Inf easily will shred the tank attacks, which still leaves me flabbergasted. And not just me...even on 'The Other Side' things are stirring up....(of which my witness account was given to the public).
-ii- Motorcycle infantry...the new early game super weapon... The what..? Yes; those...
-iii- ACs have become super defenders...rrrright...so realistic in WW2. In WW1, ACs shielded the crew relatively well and their mobile machine guns were effective weapons...in WW1. Their role in WW2 can be looked up on Wikipedia, but I can tell you already: it was not defending positions against tank attacks...
In short: this new set up for unit roles is just bollocks!
And no, I don't have to give the numbers that go with misconceived stats. They are known by the devs and visible to the players and tweaking the numbers will not change their misconceived role.
c. Units have become - like the buildings - single purpose. Can it defend, than it must not be capable of attack and vice-versa. That seems to be the new ruling logic..... What a load of crock!
3. Economy
a. Moral management posed a challenge in The Real CoW, but you had a wealth of options, depending your resource situation. What changed? Well, the only way to support moral in industrial centres is to construct weapon factories and barracks...
Do I need to elaborate on this really? I surely hope not! That's just a load of cobblers!
b. Resource management posed a challenge, but you had a wealth of options in The Real CoW.
And now? IC's are what is needed for resource production increases, functioning much like mines or farms... And since they increase resource production, well, they also increase manpower and income, because essentially these are also resources. Short on something? Build an IC.
Yes, that may be correct, but it is not sexy at all. And again this 1-dimensional approach thus wipes other dimensions from the game and limits choices, thus decreases complexity and challenges. Maybe that is thought to be good for 'blessed players' but I severely doubt it.
For one, because if you could not manage your resources and income in The Real CoW, the limited options you have now, will only make it worse. The cost of ICs is so high, that leveling up ICs in your cores kills all other progress. Even now, at >1000 manpower production, leveling up a level 4 IC stops me short of doing anything else for hours, because of the workers being executed after completing the building.
Basically resource management now means: kill your neighbor ASAP or starve.
4. Research
The most important input is again manpower. already in short supply and than cash, also in short supply. How boring; what a lack of imagination has struck the people who developed The Real CoW, S1914 and S1. So now I have to build ICs everywhere to be able to do research?
What does this result in? Right: endless waiting. Farmville, watching the crop grow and harvest when it is time....
But I thought we were playing a cool RTGS WW2 simulation?
5. Battle
Über-simplified. I have nothing to say about it; that simple it is.
6. Other weird mechanics
- Unit speeds have increased in the stats, but factually everything moves slower over the map.
- Battle-tick now 30mins. But everything else is slowed down.
It all boils down to reducing FREE choices with which you could develop your own play-style.
You are molding all choices into the same format.
Because of the lack of choices and options, the game has now been über-simplified one side and on the other it is now over-complicated.
The result? It does not feel good. It is less fun. It is less realistic.
Was it needed? The old game was improving in smaller steps and going the right way until the bad changes to market, diplo and fire settings...
Until the bad changes it was by far the best MMO RTGS game around. That is a status Pokemon-CoW can never achieve.
And why put effort and time into changing The Real CoW into a S1 look-alike?
S1 has not even been truly launched yet and already you create something that will cannibalize on it.
For sure this Pokemon-CoW looks too much like S1 and thus there will be no incentive to play both.
The Real CoW, being quite different from S1 and S1 offering completely different concepts as well as being a faster game, can very well be played next to S1.
The logic at Bytro eludes me.
Hint: Please read up on 'New Coke' ánd also on how Philips build its strategy to introduce first the 1-headed electric shaver, then the 2-headed and then the 3-headed one and how they capitalized on this.