Wargame red dragon mods 1911 full#
The game is a very nice company-to-batallion battlegroup skirmish game there is no need to pretend you are commanding a full division in the field. Oh - final nitpick: please stop referring to squads as "battalions".
Other doctrines, which have proved to be quite effective in WW2 and thereafter, that involve lots of infantry units and stealthy approaches, or involve coordinated action be many "moving parts", or involve broad objectives given to separate commanders who are expected to act on their own initiative in the face of the situation that develops, are all strictly inferior to the "overwhelming firepower" doctrine that un-pausable games intrinsically favour.įor both of these reasons, as well as a few lesser ones, I really do support the concept of a "live pause" in what, I think, could be a very nice little game indeed. Basically, taking a few, "big" units is always going to be more effective than it has a right to be, because each unit gets a bit more of "me". This leads to a doctrine of "overwhelming firepower". The most obvious way to do this, given that I can't set off units under my command with semi-autonomous AIs, is to reduce to a minimum the number of units I have. This means that I can reduce the amount that I get stretched by "clicking on shit" by reducing the number of simultaneous OODA loops I have to deal with. As a human, I can work with only one OODA loop at a time actually, so can a computer, but it ccan switch a good deal faster than I can. The second consists of clicking on shit.Ī second, and more subtle, distortion in the game play that comes about as a result of no ability to pause, is doctrinal superiority. The first I find to be a useful and deep skill to study, practice and develop. One is the situational perception and weapons system understanding that combine to form what we call "tactical ability". In this game I can see a very nice tactical, WW2 skirmish game, but no available pause does a number of things that warp - and, in my mind, degrade - the quality of the game.įirstly is that fact that the game requires two completely separate skills. Like several others, I dislike un-pausable RTS games. Having played the game, now, I came here to post on just this topic I'm glad to see it's been raised already, and I hope this thread isn't too old to resurrect with what I think is more than a "me, too!" post.
Wargame red dragon mods 1911 series#
Best of luck with the game, and the series (RUSE (which IIRC did allow pausing) is my favourite RTS of all time, and I still have a fondness for Eugen from that game) - I'll check back in every 12 months or so and see if you've decided to make the game/series more accessible and, if that's happened at that point, jump on board then.
I followed this issue up today to see whether I'd pre-order or not, and while I'm sad I won't be I appreciate knowing the lay of the land.
That said, I do applaud the devs for being up-front about it. While I read in another thread there might be technical issues with pausing (which sounds rather odd - active pausing is neither new or particularly advanced technology - but perhaps the engine is built in such a way that makes it impossible to implement?), how about a 'super bullet-time' option where the speed is 100,000 times slower than normal if the engine can't cope with 'full stop'? That way, it actually is as good as paused, rather than still quick enough that for people that have a degree of cognitive impairment find it impractical? It is, of course, the devs prerogative to arbitrarily exclude people that would enjoy playing the game, although doing it on a feature as simple as a pause seems to be an arbitrary way to limit profits, which does seem a bit odd. Ten times slower is not the same as paused, nowhere near. This may be the way it looks to people that can regularly play on normal, but I could just cope with Red Dragon on bullet time when I was healthier than I am now.