For the new war starategy game War Cabinet
Early gameplay video is available: https://www.youtube.com/watch?v=FCDkx4NOEgg
More content at http://www.warcabinet.net/
Your feedback matters.
Quote from: CosPetia on May 28, 2014, 03:58:37 AM
War Cabinet - it is a new strategy and war game project. Here you can see its first video. Any thoughts and comments are welcome.
http://www.youtube.com/watch?v=EZ5puz9UpjM
If you want to read more: www.warcabinet.net
It would have been nice to have seen some screens in the youtube link.
Please visit War Cabinet site gallery at: http://www.warcabinet.net/gallery/
Quote from: CosPetia on May 28, 2014, 06:35:19 AM
Please visit War Cabinet site gallery at: http://www.warcabinet.net/gallery/
All very pretty, but what are you actually doing - an RTS, a FPS?
Quote from: Boggit on May 28, 2014, 06:53:02 AM
Quote from: CosPetia on May 28, 2014, 06:35:19 AM
Please visit War Cabinet site gallery at: http://www.warcabinet.net/gallery/
All very pretty, but what are you actually doing - an RTS, a FPS?
In brief: War Cabinet is PC Strategy/War game, aimed for Windows, Mac, Linux platforms. War Cabinet will offer Pause-able Real Time play system. You will be able to choose between two play modes:Single Player - Story Campaign, Multiplayer – Campaign and Battles. Game time: 20th Century late 80s and 90s.
New screenshtos soon will be available at http://www.warcabinet.net/gallery/
War Cabinet 0 new strategy, war game:The Story continues on 1st of June. Part 2: 21 years later.
Can you guess what happened next at http://www.warcabinet.net/story/
Would you share what is your story?
Consolidating the different War Cabinet threads, with the game title in the thread title, so it's easier to find them all.
Quote from: bayonetbrant on May 29, 2014, 08:16:38 AM
Consolidating the different War Cabinet threads, with the game title in the thread title, so it's easier to find them all.
Thank you!
Quote from: bayonetbrant on May 29, 2014, 08:16:38 AM
Consolidating the different War Cabinet threads, with the game title in the thread title, so it's easier to find them all.
Thanks!
It simplifies things when the names of the games are contained in the titles of the threads that are about them.
The project looks very interesting. Worth to keep an eye on ...
Just a friendly reminder...
While they are not expressly forbidden, sock puppets are something that negatively attracts the attention of the moderators, which is rule #3 of our pretty brief guidelines here at GrogHeads (http://grogheads.com/forums/index.php?topic=66)
Quote from: LongBlade on January 31, 2012, 05:49:16 PM
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War Cabinet game first project review made by one of the Chief Engineers and core fans - https://www.youtube.com/watch?v=dRVejOFXD0Q
Enjoy! Please share your thoughts and comments.
Will someone please give the guy narrating the video a tissue so he can blow his nose? Thanks.
Quote from: Jarhead0331 on June 24, 2014, 06:49:12 AM
Will someone please give the guy narrating the video a tissue so he can blow his nose? Thanks.
:2funny: Was not the most Tuneful I've heard. But still, like the idea of unit and leader development. Keeping an eye on this one.
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.
Despite it is introduced in service since 70s, even today Hind is considered dangerous foe and form the backbone of many countries' helicopter force.
This is how we see it in the www.warcabinet.net. What do you think? Share your thoughts and comments.
That top photo looks *very* nice
War Cabinet story continues 23 Days Later...
Part 3: Shadows from the past
There are numerous reports of intensifying firefights in Marutia. Most of the country is the hands of the armed insurgent groups. There is no electricity and serious food shortage in all major cities. Marutia's government is on the edge of collapse. Two major rebel movements started to fight each other clearly supported by the neighboring countries. In this situation all diplomatic efforts to reduce the escalation of violence have failed.
Read the rest: http://www.warcabinet.net/story/
New content in War Cabinet Gallery Section - http://www.warcabinet.net/gallery/concept-art-2/. Please share your comments about the helmet.
New Interface Screen for Faction Selection
This is the Interface screen for Faction selection.
The Interface screen where to select your playable county. Which one you will choose: the House of Green or the House of Orange.
Share your choice on the selected faction as well as your opinion on the Interface screen.
^^
Is there any backstory you can offer on the two sides? or are they just names you threw out there just to put a label on the teams?
Quote from: bayonetbrant on July 22, 2014, 08:03:06 AM
^^
Is there any backstory you can offer on the two sides? or are they just names you threw out there just to put a label on the teams?
He DID say "House of Orange". Maybe it has the Dutch? :))
Quote from: bayonetbrant on July 22, 2014, 08:03:06 AM
^^
Is there any backstory you can offer on the two sides? or are they just names you threw out there just to put a label on the teams?
This is lifted from their forum:
Quote23 days later...
There are numerous reports of intensifying firefights in Marutia. Most of the country is the hands of the armed insurgent groups. There is no electricity and serious food shortage in all major cities. Marutia's government is on the edge of collapse. Two major rebel movements started to fight each other clearly supported by the neighboring countries. In this situation all diplomatic efforts to reduce the escalation of violence have failed.
Meanwhile weapons deliveries are increasing flowing into the whole region not without blessing of the superpowers.
In just one week military budged have been increased by 600%. Armed forces of both Girdia and Ortia are put on increased alert. Significant troop movement is observed along the borders.
War Cabinet is formed to deal with the crisis! All high ranking generals are gathered and full mobilization plan is drawn. Because of your experience and years of dedicated service, government appoints you commander-in-chief.
There is challenging time ahead. Many forgotten memories surfaced once again to remind you that the shadows from the past could not be buried deep enough...
So a fictitious country split into those who want and are back by the west and Nato and those by the East Soviet Union. Yeah, set in Cold War but sounds kind of recently familiar
Quote from: bayonetbrant on July 22, 2014, 08:03:06 AM
^^
Is there any backstory you can offer on the two sides? or are they just names you threw out there just to put a label on the teams?
The Story behind the two sides will be revealed later. In general I can say that the key difference between these countries is the origin of the weapons that they will use and of course the starting location.
Quote from: CosPetia on July 23, 2014, 06:38:18 AM
Quote from: bayonetbrant on July 22, 2014, 08:03:06 AM
^^
Is there any backstory you can offer on the two sides? or are they just names you threw out there just to put a label on the teams?
The Story behind the two sides will be revealed later. In general I can say that the key difference between these countries is the origin of the weapons that they will use and of course the starting location.
Can you give us some details of your combat model? I heard that units are battalion size.
1. So will battalions track manpower and vehicles or have abstracted strength measure?
2. Will units combine or stack to give combined arms bonuses? eg infantry and tanks combined being much better than the sum of their units.
New BTR-60PB
There is new addition of entry level mechanized infantry for the House of Orange.
BTR-60PB rigged and ready to be animated.
Share your thoughts and comments.
Quote from: fabius on July 23, 2014, 07:32:53 AM
Quote from: CosPetia on July 23, 2014, 06:38:18 AM
Quote from: bayonetbrant on July 22, 2014, 08:03:06 AM
^^
Is there any backstory you can offer on the two sides? or are they just names you threw out there just to put a label on the teams?
The Story behind the two sides will be revealed later. In general I can say that the key difference between these countries is the origin of the weapons that they will use and of course the starting location.
Can you give us some details of your combat model? I heard that units are battalion size.
1. So will battalions track manpower and vehicles or have abstracted strength measure?
2. Will units combine or stack to give combined arms bonuses? eg infantry and tanks combined being much better than the sum of their units.
1. So will battalions track manpower and vehicles or have abstracted strength measure?
Measurement will be by overall strength of the unit. It's not exactly an abstract value, because it will be based on unit type and vastly influenced by the current equipment quality per battalion.
Otherwise we risk putting messy mechanics where we calculate how many soldiers, jeeps, mortars, APCs, etc per each unit after each battle. It's better to combine it in a single value and use this as a baseline for the damage system.
2. Will units combine or stack to give combined arms bonuses? eg infantry and tanks combined being much better than the sum of their units.
Combined arms bonus will not be granted just for close proximity of the units.
By essence each battalion is a healthy mix of units. For example tank battalion is not consists of tanks only, but also have mechanized infantry companies, fire support squad, AA section, etc.
However, deploying the right units close together would bring huge benefits while executing different tactics. Eg better to assault/defend town with infantry rather than tanks.
Quote from: CosPetia on July 28, 2014, 09:00:24 AM
1. So will battalions track manpower and vehicles or have abstracted strength measure?
Measurement will be by overall strength of the unit. It's not exactly an abstract value, because it will be based on unit type and vastly influenced by the current equipment quality per battalion.
Otherwise we risk putting messy mechanics where we calculate how many soldiers, jeeps, mortars, APCs, etc per each unit after each battle. It's better to combine it in a single value and use this as a baseline for the damage system.
2. Will units combine or stack to give combined arms bonuses? eg infantry and tanks combined being much better than the sum of their units.
Combined arms bonus will not be granted just for close proximity of the units.
By essence each battalion is a healthy mix of units. For example tank battalion is not consists of tanks only, but also have mechanized infantry companies, fire support squad, AA section, etc.
However, deploying the right units close together would bring huge benefits while executing different tactics. Eg better to assault/defend town with infantry rather than tanks.
Thanks for answering.
1. Abstracted Strength: Out of 10 out of 100 or what? I can understand you going with a baseline to do the calculations.
2. Battalions are mixed in RL. So how will this be shown in the game? Because what tends to happen is a Tank Unit strength 10 say can just start to look and feel like tanks alone.
Quote from: fabius on July 28, 2014, 12:26:07 PM
Quote from: CosPetia on July 28, 2014, 09:00:24 AM
1. So will battalions track manpower and vehicles or have abstracted strength measure?
Measurement will be by overall strength of the unit. It's not exactly an abstract value, because it will be based on unit type and vastly influenced by the current equipment quality per battalion.
Otherwise we risk putting messy mechanics where we calculate how many soldiers, jeeps, mortars, APCs, etc per each unit after each battle. It's better to combine it in a single value and use this as a baseline for the damage system.
2. Will units combine or stack to give combined arms bonuses? eg infantry and tanks combined being much better than the sum of their units.
Combined arms bonus will not be granted just for close proximity of the units.
By essence each battalion is a healthy mix of units. For example tank battalion is not consists of tanks only, but also have mechanized infantry companies, fire support squad, AA section, etc.
However, deploying the right units close together would bring huge benefits while executing different tactics. Eg better to assault/defend town with infantry rather than tanks.
Thanks for answering.
1. Abstracted Strength: Out of 10 out of 100 or what? I can understand you going with a baseline to do the calculations.
2. Battalions are mixed in RL. So how will this be shown in the game? Because what tends to happen is a Tank Unit strength 10 say can just start to look and feel like tanks alone.
1. Abstracted Strength: Out of 10 out of 100 or what? I can understand you going with a baseline to do the calculations.
Let's work with example: Base infantry battalion equipped with only Assault Rifle, MGs, Light AT and transport all at level 1 have 100 strength. You add Heavy AT and Anti-Air section and the strength is up to 120 along with the combats stats increase of that unit.
2. Battalions are mixed in RL. So how will this be shown in the game? Because what tends to happen is a Tank Unit strength 10 say can just start to look and feel like tanks alone
Units within battalion will be displayed in great details into unit purchase/training screen. Here you will be able to see all details about unit composition. However, on the map screen tank battalion still will be a tank. It could be very confusing for the players to represent tank battalion by several mini units combined in one placeholder. It's tempting to implement such untraditional approach, but we risk to create much more frustration than fun.
Quote from: CosPetia on July 28, 2014, 02:39:36 PM
Quote from: fabius on July 28, 2014, 12:26:07 PM
Quote from: CosPetia on July 28, 2014, 09:00:24 AM
1. So will battalions track manpower and vehicles or have abstracted strength measure?
Measurement will be by overall strength of the unit. It's not exactly an abstract value, because it will be based on unit type and vastly influenced by the current equipment quality per battalion.
Otherwise we risk putting messy mechanics where we calculate how many soldiers, jeeps, mortars, APCs, etc per each unit after each battle. It's better to combine it in a single value and use this as a baseline for the damage system.
2. Will units combine or stack to give combined arms bonuses? eg infantry and tanks combined being much better than the sum of their units.
Combined arms bonus will not be granted just for close proximity of the units.
By essence each battalion is a healthy mix of units. For example tank battalion is not consists of tanks only, but also have mechanized infantry companies, fire support squad, AA section, etc.
However, deploying the right units close together would bring huge benefits while executing different tactics. Eg better to assault/defend town with infantry rather than tanks.
Thanks for answering.
1. Abstracted Strength: Out of 10 out of 100 or what? I can understand you going with a baseline to do the calculations.
2. Battalions are mixed in RL. So how will this be shown in the game? Because what tends to happen is a Tank Unit strength 10 say can just start to look and feel like tanks alone.
1. Abstracted Strength: Out of 10 out of 100 or what? I can understand you going with a baseline to do the calculations.
Let's work with example: Base infantry battalion equipped with only Assault Rifle, MGs, Light AT and transport all at level 1 have 100 strength. You add Heavy AT and Anti-Air section and the strength is up to 120 along with the combats stats increase of that unit.
2. Battalions are mixed in RL. So how will this be shown in the game? Because what tends to happen is a Tank Unit strength 10 say can just start to look and feel like tanks alone
Units within battalion will be displayed in great details into unit purchase/training screen. Here you will be able to see all details about unit composition. However, on the map screen tank battalion still will be a tank. It could be very confusing for the players to represent tank battalion by several mini units combined in one placeholder. It's tempting to implement such untraditional approach, but we risk to create much more frustration than fun.
Wow- nearly spilt my coffee!!
That sounds very good indeed- just the sort of system that really helps immerse me into seeing Units as actual units. Very glad that you've explained that, thank you.
So will we be able to dig into the glorious unit details on map to see damage taken?
And amend the make up of units during the campaign?
Quote from: fabius on July 28, 2014, 02:59:22 PM
Quote from: CosPetia on July 28, 2014, 02:39:36 PM
Quote from: fabius on July 28, 2014, 12:26:07 PM
Quote from: CosPetia on July 28, 2014, 09:00:24 AM
1. So will battalions track manpower and vehicles or have abstracted strength measure?
Measurement will be by overall strength of the unit. It's not exactly an abstract value, because it will be based on unit type and vastly influenced by the current equipment quality per battalion.
Otherwise we risk putting messy mechanics where we calculate how many soldiers, jeeps, mortars, APCs, etc per each unit after each battle. It's better to combine it in a single value and use this as a baseline for the damage system.
2. Will units combine or stack to give combined arms bonuses? eg infantry and tanks combined being much better than the sum of their units.
Combined arms bonus will not be granted just for close proximity of the units.
By essence each battalion is a healthy mix of units. For example tank battalion is not consists of tanks only, but also have mechanized infantry companies, fire support squad, AA section, etc.
However, deploying the right units close together would bring huge benefits while executing different tactics. Eg better to assault/defend town with infantry rather than tanks.
Thanks for answering.
1. Abstracted Strength: Out of 10 out of 100 or what? I can understand you going with a baseline to do the calculations.
2. Battalions are mixed in RL. So how will this be shown in the game? Because what tends to happen is a Tank Unit strength 10 say can just start to look and feel like tanks alone.
1. Abstracted Strength: Out of 10 out of 100 or what? I can understand you going with a baseline to do the calculations.
Let's work with example: Base infantry battalion equipped with only Assault Rifle, MGs, Light AT and transport all at level 1 have 100 strength. You add Heavy AT and Anti-Air section and the strength is up to 120 along with the combats stats increase of that unit.
2. Battalions are mixed in RL. So how will this be shown in the game? Because what tends to happen is a Tank Unit strength 10 say can just start to look and feel like tanks alone
Units within battalion will be displayed in great details into unit purchase/training screen. Here you will be able to see all details about unit composition. However, on the map screen tank battalion still will be a tank. It could be very confusing for the players to represent tank battalion by several mini units combined in one placeholder. It's tempting to implement such untraditional approach, but we risk to create much more frustration than fun.
Wow- nearly spilt my coffee!!
That sounds very good indeed- just the sort of system that really helps immerse me into seeing Units as actual units. Very glad that you've explained that, thank you.
So will we be able to dig into the glorious unit details on map to see damage taken?
And amend the make up of units during the campaign?
So will we be able to dig into the glorious unit details on map to see damage taken?
On the tactical map there will strength/health bar for the units. Now sure what kind of digging you refer to? Zooming will be available, but it's still will be a single unit.
Damage modeling is under consideration, but could not be committed at this stage.
And amend the make up of units during the campaign?
Yes, if you are willing to sacrifice unit availability for X days for re-equipment.
Sounds interesting. 8) Do units have hard/soft values representing their vulnerability to different kinds of fire? Obviously a composite tank unit will take more damage from "hard" target fire, but "soft" target fire will affect not only strength, but also unit awareness, especially in low visibility areas like towns, or woods. Is that represented?
Another screenshot of BTR-60PB side view.
Share your comments.
Quote from: Boggit on July 29, 2014, 04:00:39 PM
Sounds interesting. 8) Do units have hard/soft values representing their vulnerability to different kinds of fire? Obviously a composite tank unit will take more damage from "hard" target fire, but "soft" target fire will affect not only strength, but also unit awareness, especially in low visibility areas like towns, or woods. Is that represented?
I could give you а small hint.
Hi guys,
We are happy to share with you the design of the Strategic Map.This is the place to get the overview of the war theater.
Here you plan and perform movements, deployment, reinforcements and air operations.You also get information and filter display of strategic objects like barracks, factories, supply depots, SAM sites, EWR stations, cities, villages, etc.
Weathear report will guide you about combat operations in different atmospheric conditions.
What do you think about it? Share your comments.
If you want to see a full-size screenshot:http://www.warcabinet.net/gallery/pre-alpha-screenshots/
Looking very nice. The things that really pump my interest are game design based:
Unit Ledger will be useful, and nice to see airlift, logistics and recon in there.
That you are designing a specific air planning mechanic.
That things like factories SAM sites etc will be strategic objectives.
That regions can have a "contested" status.
Minor issue- not so keen on the colour- would much prefer a map like appearance.
Quote from: fabius on August 11, 2014, 08:10:04 AM
Looking very nice. The things that really pump my interest are game design based:
Unit Ledger will be useful, and nice to see airlift, logistics and recon in there.
That you are designing a specific air planning mechanic.
That things like factories SAM sites etc will be strategic objectives.
That regions can have a "contested" status.
Minor issue- not so keen on the colour- would much prefer a map like appearance.
Thank you for your comments. Will have them in mind :)
Hi friends,
Supply and logistics have been playing important role in every war since ancient times.
As a general rule if you want to win a war there should be couple of things present. One of them is strong supply and logistics. This involves huge volume of manpower, equipment, fuel, food infrastructure consideration and serious planning. Without it even mightiest army is becoming helpless mass of people and equipment.
They all had to be moved usually between great distances from the homeland into the campaigning theaters. The fighting front is where the links in the supply chains end.
In the end it doesn't matter if it is a real war or just a strategy war game the rules remain the same. That is why we believe that any serious war strategy game should consider including this key element. We will.
In this regard we would like to share with you one piece of equipment suit for the task. This is the Ural fuel tanker 375D, which can be quickly and accurately allocated to supply the battle front. The Ural-375D is a general purpose 4.5 ton 6x6 truck, produced at the Ural Automotive Plant in the Russian SFSR since 1961. The ZIL-157 was the standard Soviet truck until it was replaced by the Ural-375D, which became the standard Soviet truck in 1979. The Ural-375D was soon replaced by the Ural-4320. The Soviets also found the trucks an ideal platform for the BM-21 Grad rocket launcher. Other modes for the Ural-375D included troop carrier, supply carrier, etc.
So please take a close look at it and tell us what you think.
Dear friends,
War Cabinet game added its Game economy as part of the development process.
We believe that one of the main elements of the economy are the resources types, availability and specific purposes. We plan to have 7 main pillars of our war economy.
If you want to read more please visit: http://www.warcabinet.net/war-cabinet-game-economy-was-added/#more-526
War Cabinet frontline battle machines were added
Dear friends,
We would like to present a game scene with House of Green equipment showing some of the frontline battle machines.
The whole news is here:http://www.warcabinet.net/war-cabinet-frontline-battle-machines/#more-545
Having such equipment on hand what would be your strategy? How you would use these frontline assets to win battles? Would you need any other equipment to enter combat?
Quote from: CosPetia on September 26, 2014, 08:28:35 AM
Having such equipment on hand what would be your strategy? How you would use these frontline assets to win battles? Would you need any other equipment to enter combat?
My strategy has nothing to do with equipment until I know what I'm trying to accomplish. Am I repelling an invasion, or conquering territory? Who am I fighting?
How am I fighting? It may be that the frontline assets are completely irrelevant to the battles I'm trying to win when we haven't even fully explained and shaped the conflict yet. I've got a bunch of new toys - cool! How to I train my guys to use them effectively? What about DOTMPLF? How do I support them? Am I building them myself (raw material needs) or importing them (keep my benefactor happy and trade routes open)?
There are so many unknowns in the question that it's hard to begin to answer. It's like asking "how do you solve a math problem?"
Quote from: bayonetbrant on September 26, 2014, 10:49:39 AM
Quote from: CosPetia on September 26, 2014, 08:28:35 AM
Having such equipment on hand what would be your strategy? How you would use these frontline assets to win battles? Would you need any other equipment to enter combat?
My strategy has nothing to do with equipment until I know what I'm trying to accomplish. Am I repelling an invasion, or conquering territory? Who am I fighting? How am I fighting? It may be that the frontline assets are completely irrelevant to the battles I'm trying to win when we haven't even fully explained and shaped the conflict yet. I've got a bunch of new toys - cool! How to I train my guys to use them effectively? What about DOTMPLF? How do I support them? Am I building them myself (raw material needs) or importing them (keep my benefactor happy and trade routes open)?
There are so many unknowns in the question that it's hard to begin to answer. It's like asking "how do you solve a math problem?"
Hey, Thanks for your questions. All of them are very relevant. Here is my brief answer:
During the game campaign you will conduct both offensive and defensive actions depending on the tactical situation.
In most of the cases you will encounter enemy with relatively equal strength and equipment quality.
Training of the battle units will require resources, time and command staff. Equipment will be imported, but not manufactured.
Warfare economy, leadership and officers will pay a key role in conducting effective war. Regarding doctrine and tactics it's up to the player to determine what is the best course of action.
The generic question was: What are critical unit types in order to have highly efficient fighting force. I'm sure that you came up with much more than just armor, mechanized and logistic :) However, if you have only these available what kind of mission is best fit for them?
Hope this gives some info, but if you need to know more, please drop me a note or just PM me. I will be more than happy to continue our discussion :)
The BMP-2 was added to the War Cabinet military equipment.
The BMP-2 (Boyevaya Mashina Pekhoty, Russian: Боевая Машина Пехоты; infantry combat vehicle) is a second-generation, amphibious infantry fighting vehicle introduced in the 1980s in the Soviet Union, following on from the BMP-1 of the 1960s. Full description here:http://www.warcabinet.net/the-bmp-2-was-added-at-gallery-section/#more-563 (http://www.warcabinet.net/the-bmp-2-was-added-at-gallery-section/#more-563)
Share your thoughts and comments.
M113 APC – New combat vehicle added to the House of Orange
Dear friends,
In order to win battles the modern battlefield commanders would need highly mobile manpower, which can turn the tide in the most crucial situations. Armor protected vehicles are preferred choice to do this while operating near the enemy. That is why we added M113 – Armored Personnel Carrier to the War Cabinet military equipment to serve into the House of Orange forces. With this new addition to game’s Military Park we are confident that your soldiers will yield the benefits of the mechanized warfare.
More about M113 - APC can be found here:http://www.warcabinet.net/m113-apc-new-combat-vehicle-added-to-the-house-of-orange/#more-572
Please share your thoughts and opinion.
Secure your troops with M163 Vulcan Air Defense System
How to protect troops and equipment from air attacks?
The partial answer to this challenging task could be simple when we talk about low level strikes. You might want to consider including in your military formation M163Vulcan Air Defense System. It is already on the way to support the House of Orange commanders.
Read more at:http://www.warcabinet.net/secure-your-troops-with-m163-vulcan-air-defense-system/#more-598
Would you use M163 Vulcan Air Defense System as part of your equipment?
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.
Economy system within strategy war games
Guys,
We plan to implement economy system into the game. By doing this we want to achieve an additional depth of the gameplay. However, in order to do the right balance we need your valuable input here.
First of all do you enjoy economic aspect of the strategy games or you prefer pure combat only gameplay?
If there is a game economy in place it should be:
1. As simple as possible with very few type of resources with minimum amount of user management.
2. Moderately detailed economy system part of the core game mechanics. This could include several resources to be generated, monitored and used for various activities. This would mean roughly up to 20% of the gameplay might be related to economic and resource dependent activities like: purchasing of equipment, upgrades, promotions, personnel recruitment, repair of facilities, etc.
3.Well developed war economy model which will strongly influence game campaign and rules. This would required better planning of your spending and more economy related decisions and events. Without proper economy management your chance to gain victory will be vastly reduced. Of course at times it would require more micromanagement.
Any other thoughts and questions on this topic are mostly welcome.
What's the most enjoyable part of a game to you?
Guys,
When you start playing a new game or simply replay an old one what's the most enjoyable part of the game to you?
Is it the beginning when you explore a new world and learn how to play or it is the the mid-game, when you have the chance to expand your powers and getting deep into the story or you are a fan of the final stages of the game.
How much you like to learn new things and use new functions, try new characteristics while gaming or on the contrary you prefer to stick to familiar things and keep on playing?
Warmest greetings of the Season Happiness in the New Year with Christmas Blessings!
Repair your valuable assets
Hi guys,
What do you think about the option War Cabinet to allow the presence of engineering function? Would you like your vehicles, buildings, routes and etc. to be repaired as this would cost you some resources?
In most games I`m tired of having assets available but can't repair them, when they get damaged.
Would you consider it effective and useful? Would you spend your valuable game resources for different repairs?
For me it would be a great option even if it costs much, because the repair of valuable assets would give me additional flexibility and speed in all combats. It will also change my entire strategy and planning
I would think repairs are primarily relevant if they are cheaper/faster than new production. If it's easier to just crank out a new unit than refit an older one, then there's no incentive to repair.
Quote from: bayonetbrant on January 08, 2015, 10:07:17 AM
I would think repairs are primarily relevant if they are cheaper/faster than new production. If it's easier to just crank out a new unit than refit an older one, then there's no incentive to repair.
I see your point, thank you :)
Hi fellow gamers,
I thought you might be interested to see early gameplay of War Cabinet, Video at: https://www.youtube.com/watch?v=FCDkx4NOEgg
Generals are rising at www.warcabinet.net
It's coming on. I'd have like to have seen the helicopter firing missiles etc - it didn't seem that obvious - all I saw were the red and blue lines over the vehicle decreasing. I liked the FOW requiring the helo to scout out for the enemy.
Re: your earlier comment - I like an economic layer in rts wargames. I'm not keen on arbitrary time limits in playing out an rts mission. Some people might like them, but I don't.
Quote from: CosPetia on October 01, 2014, 07:46:04 AM
Quote from: bayonetbrant on September 26, 2014, 10:49:39 AM
Quote from: CosPetia on September 26, 2014, 08:28:35 AM
Having such equipment on hand what would be your strategy? How you would use these frontline assets to win battles? Would you need any other equipment to enter combat?
My strategy has nothing to do with equipment until I know what I'm trying to accomplish. Am I repelling an invasion, or conquering territory? Who am I fighting? How am I fighting? It may be that the frontline assets are completely irrelevant to the battles I'm trying to win when we haven't even fully explained and shaped the conflict yet. I've got a bunch of new toys - cool! How to I train my guys to use them effectively? What about DOTMPLF? How do I support them? Am I building them myself (raw material needs) or importing them (keep my benefactor happy and trade routes open)?
There are so many unknowns in the question that it's hard to begin to answer. It's like asking "how do you solve a math problem?"
Hey, Thanks for your questions. All of them are very relevant. Here is my brief answer:
During the game campaign you will conduct both offensive and defensive actions depending on the tactical situation.
In most of the cases you will encounter enemy with relatively equal strength and equipment quality.
Training of the battle units will require resources, time and command staff. Equipment will be imported, but not manufactured.
Warfare economy, leadership and officers will pay a key role in conducting effective war. Regarding doctrine and tactics it's up to the player to determine what is the best course of action.
The generic question was: What are critical unit types in order to have highly efficient fighting force. I'm sure that you came up with much more than just armor, mechanized and logistic :) However, if you have only these available what kind of mission is best fit for them?
Hope this gives some info, but if you need to know more, please drop me a note or just PM me. I will be more than happy to continue our discussion :)
It sounds like you are saying the goal is 'take the map' ,how is up to you.
Understand many guys on this board, like BB, have done the real thing. From their perspective, the commander is tasked by the command authority to do an objective. Their strategy falls from that set of goals and constraints. If the game is set up as an open zero sum game, it does not reflect the real world. Inevitably, any power that is seen to want to take everything, will face a growing alliance of enemies. Thus the balance of power.
A game just playing with units rampaging across the map, is not strategy, it is tactics.
Quote from: Mr. Bigglesworth on March 05, 2015, 01:14:17 PMUnderstand many guys on this board, like BB, have done the real thing.
actually, I just trained for the real thing
Bison, Airborne Rifles, and a few others have actually done it and earned the right to brag about it
I would like to clarify some questions raised about strategy and tactics.
Of course my comments are based purely on War Cabinet game's perspective.
Why we need time bound tactical combat? We like to assume that we deal with dynamic modern combat. Usually your forces will have limited time to meet certain objectives before enemy responds with reinforcements, air-strikes, etc.
Do we have strategy in tactical combat? IMO, yes we do. However in the game there are 2 major layers – strategic and tactical. On the higher level you do your major warfare planning and maneuvers. On tactical level you play cat and mouse game with the AI on company and platoon level.
As usual any comments are welcome.
More long range firepower is included at War Cabinet game.
M109 is mobile howitzer that is available for play with House of Orange faction.
We are confident that this will bring more challenge, tactics options and fun in the battles.
Various war vehicles could be seen at: http://www.warcabinet.net/gallery/pre-alpha-screenshots/
Would like to bring you some more gameplay footage from the strategic layer and night combat:
https://www.youtube.com/watch?v=SRSUhjFpmYg
Yet additional equipment is available to play with.
Something for everybody: Assault rifles for the infantry man and strike elements for the air forces.
Check them out at: http://www.warcabinet.net/gallery/early-alpha-screenshots/
Sharing with you war strategy approach:
First 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)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warcabinet.net%2Fwp-content%2Fuploads%2F2014%2F04%2FStrategic-Allocation.png&hash=39f0f4237a7d42557e500e7ea16370cda26eaa50)
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.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warcabinet.net%2Fwp-content%2Fuploads%2F2014%2F04%2FLandFormation.png&hash=4eafa70cf026b43c729e1afadab41f293d310939)
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?
Fresh screenshots from Air Combat.
Including destructable plane models.
In-game mechanics under discussion http://forum.warcabinet.net/topic/422-air-combat-revealed/ (http://forum.warcabinet.net/topic/422-air-combat-revealed/)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warcabinet.net%2Fwp-content%2Fuploads%2F2014%2F04%2FAirCombat.png&hash=84cace765f7bbad786b257768173e4be09dd60ec)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warcabinet.net%2Fwp-content%2Fuploads%2F2014%2F04%2FFightersDestroyed.png&hash=fd78793e7173a5c82da153dc7be1df7e2b8d563c)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warcabinet.net%2Fwp-content%2Fuploads%2F2014%2F04%2FMig-21Bis.png&hash=afdafd81133d22e1dc782675ff4c8ea3b56c66da)
Gameplay video with Dev commentary is coming next. Will include core gameplay on tactical missions, world weapons market, unit training, equipment inventory system, revampled land units navigation and many more cool features.
the visuals look very cool :)
Thanks. We always focus gameplay first, but good look could never hurt O0
Would like to share with you more information about infantry formation equipment, usage and tactics.
Mortars are added as standard fire support element on battalion level. On tactical battles they will act as separate units formed into battery. Despite limited range and moderate firepower when deployed right they could be used with great effect against soft targets given their high mobility and concealment factor.
Below is shown 2B14 Podnos, Russian 82mm mortar. Animated fire support teams would be really cool to watch in action.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warcabinet.net%2Fwp-content%2Fuploads%2F2014%2F04%2F82mm_Mortar.png&hash=5dec7a78dacfe18801cb26a5c1e0c92ecded98b6)
Another great asset for the infantry formation is portable SAMs. They will come at a price and not always will easy to obtain, but once in possession they could prove very efficient against much more valuable air assets. Undetected infantry having such SAMs would be high tread against helicopters or low flying planes. The more advanced versions of these weapons will be increasingly dangerous. If you include Portables SAMs into your battalion they will be embedded as launcher carry soldier into the infantry platoons.
Some examples of what the factions will use (infrared homing please):
Strela-3 (SA-14)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warcabinet.net%2Fwp-content%2Fuploads%2F2014%2F04%2FStrela-3.png&hash=f6b024ddd92e9c4b1a31ae8e09769a779718eef4)
FIM-92B Stinger
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warcabinet.net%2Fwp-content%2Fuploads%2F2014%2F04%2FFIM-92B-Stinger.png&hash=8a52aceff902dabc9b7e6e4355f06d08e1ab86c8)
Hope these will further enhance tactical battle possibilities and thinking factor
Hi Guys,
Wanted to show you latest strategic features of the game.
You can see them at:
We envisioned high degree of in-game customizations available to the player and large dynamic campaign for great re-play value.
Darkness will be the mood of choice when playing war.
We want to make a better strategy game experience and your comments are the most valuable support on that. Tell us what you think.
Kind Regards,
MindHeart team.
It looks really interesting. One thing I don't understand yet, what scale is the game played? From the unit detail it looks like a small unit tactical game, but the strategic choices look like a theatre of operation or army level. Who is the player and what roles does he/she have?
QuoteOne thing I don't understand yet, what scale is the game played? From the unit detail it looks like a small unit tactical game, but the strategic choices look like a theatre of operation or army level. Who is the player and what roles does he/she have?
At strategic layer player decide on all army operations on battalions' level (air wings for aviation). These include supplying new weapons, train and deploy units, manage commanders, etc.
When there is proximity of opposing forces on strategic map then tactical combat is triggered. Player has a choice to auto-resolve or enters the battle and commands forces at platoon level (so one tank on 3D field is a platoon). Each platoon/company part of the battalion is playable as separate unit on the tactical map. This is the primary the purpose of the battalion designer feature. You decide what your battalions' composition is. Eg: When you add 3 riflemen to your battalion then this unit will have 3 infantry platoons.
Tactical maps are scaled to simulate engagements at such level. Detailed models are for added immersion and not intended to be playable as individual entities.
I'll be happy to further elaborate on any gameplay related topics.
Thanks,
Looks like great game, good luck!
Your website doesn't mention Linux support but I've just noticed you mentioned Linux in this thread - instant erection interest! I'll be following this from now on, it looks great!
QuoteYour website doesn't mention Linux support but I've just noticed you mentioned Linux in this thread - instant erection interest! I'll be following this from now on, it looks great!
We are aiming first for Windows, but Linux and Mac will follow shortly.
Has anyone ever given this game a run to see how it plays?
Quote from: bayonetbrant on March 19, 2017, 08:52:14 AM
Has anyone ever given this game a run to see how it plays?
It was never released and last news post is from 8/15. I presume the game is dead.
wasn't sure... website looks good but not much since 2015 either
just didn't know if anyone was following this