• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

WW2: World in Flames [REVISED]

Status
Not open for further replies.
Level 9
Joined
Sep 4, 2008
Messages
603
@Nightblade: I think so, not sure. I can say there will be V1 and V2 Rockets.

The Atlantic USA will be fighting in the Western front, against Germany and Italy. The Pacific USA will be fighting the Japanese.

Yaay! :D
 

AoC

AoC

Level 2
Joined
Nov 10, 2009
Messages
21
I don't think adding nukes is a good idea because that would ruin the balance that fingolfin and vuormalian have achieved so well, which in other ww2 maps lack. In a historical perspective, there were 2 nukes, but that would instantly make the Japanese player QQ. Especially since only the USA can use the nukes, until the Cold War Era of course. If you look at Ham Ham's WW3 map... The nukes could take out at least couple of countries... And the Tsar bomb could take out an entire country. Although WW3 was a good map in terms of Real life perspectives.
 
Level 12
Joined
Oct 19, 2008
Messages
579
I don't think adding nukes is a good idea because that would ruin the balance that fingolfin and vuormalian have achieved so well, which in other ww2 maps lack. In a historical perspective, there were 2 nukes, but that would instantly make the Japanese player QQ. Especially since only the USA can use the nukes, until the Cold War Era of course. If you look at Ham Ham's WW3 map... The nukes could take out at least couple of countries... And the Tsar bomb could take out an entire country. Although WW3 was a good map in terms of Real life perspectives.

Nukes won't be OP, they will be expensive, non-spammable and nations will be notified when another nation got their hands on nuclear weapons. Also, they will just be available in later game.

We're not sure but there could be a mode for which disables nuclears.
 
This is the concept that exists for nukes right now:
At 1945, all players will be able to divert a part of their periodic income to the researching of nuclear weapons. There will be controls for increasing or decreasing the percentage that is spent on this, so that nations who choose to go all in on their research will be economically vurnerable until it is finished, and the whole process is bound to take several months. Other players will be notified on your progress, so the game will turn into a kind of "nuke race" where players will be forced to put preissure on eachother to force them into rediverting their income to build defenses.

When players finally do have nukes, there will be no sudden surprises - everytime a nuke is launched, everyone will be notified of this, and the missile will move at a realistic speed across the map. You will be able to calculate roughlt where it is going to hit, and have some time to move away your forces if you pay attention.
This way, nukes are used mainly to clear out battlefields, to seal off borders (since the radioactive fallout will debuff any units that dare close), or provoke other players into moving away their forces from a specific area. Having nukes will not make you overpowered, but it will give you the initiative in battle.
 

AoC

AoC

Level 2
Joined
Nov 10, 2009
Messages
21
That's a good thing to hear, it's not OP. However, will fighters be able to intercept nukes and destroy them? I assume if this is the case, the nuke will explode below on the ground.
 
Level 1
Joined
Dec 14, 2010
Messages
4
Nah.. uuhm.. Ham_Ham doesn't know any jass. I've actually promised to help him sort out his GUI triggers on his map.
I have seen this kind of system work in warcraft, so it is not impossible!

New scenario 6.2:
http://www.sendspace.com/file/efn3sa
This is our friends in Taiwan get the World War II maps, the game will automatically circling aircraft, and aircraft in the fighting are still going round and round. In addition to their anti-aircraft guns could paralyze the air (with a certain probability of destroying the wing and can not control)

There are some of them interesting systems, the bunker and coastal artillery can slow down the enemy artillery and marching speed bunker 90% effective in preventing the enemy from the line passing through the rear directly

They have a building called the "battle command center"can illuminate the use of radar maps of any one region.
Battle command room of Japan to develop more suicide bombings

Hope can help you
 
Level 19
Joined
Oct 15, 2008
Messages
3,231
What do you mean they aren't hosting anymore projects Fin? The Hive Workshop have always loved map making, why don't you try asking again:)
 
Level 9
Joined
Dec 15, 2009
Messages
625
Hive forums said:
This forum contains subforums for Hive Workshop's other various projects. These are just simple forums for projects that have not been designated as full Hosted Projects. Projects will be removed from this section after one month of inactivity. Application is now closed and is not planned to reopen at any time in the future.
Maybe thats why.
And I dont think it is realistic for fighters to intercept and destroy nukes...?
 

AoC

AoC

Level 2
Joined
Nov 10, 2009
Messages
21
I checked the website, nice background. Totally awesome :thumbs_up:

As for a way for countering nukes, I'd say maybe you can have rockets repel them? In other words, SAM sites? I'm pretty sure that all nations didn't have any, or there weren't any at all in WW2. However, for balancing purposes, I think this is the best thing to do.
 
New scenario 6.2:
http://www.sendspace.com/file/efn3sa
This is our friends in Taiwan get the World War II maps, the game will automatically circling aircraft, and aircraft in the fighting are still going round and round. In addition to their anti-aircraft guns could paralyze the air (with a certain probability of destroying the wing and can not control)

There are some of them interesting systems, the bunker and coastal artillery can slow down the enemy artillery and marching speed bunker 90% effective in preventing the enemy from the line passing through the rear directly

They have a building called the "battle command center"can illuminate the use of radar maps of any one region.
Battle command room of Japan to develop more suicide bombings

Hope can help you

I checked the map out, and it was quite interresting, but: the system they have for circling aircraft is not a system, it is an animation in the model that causes wierd bugs to occur whenever you start moving the aircraft and also makes it very hard to select. I was also unable to play the map for more than a few minutes (on single player) before i got an automatic defeat. I will try it again later. Thank you.


@AoC: Well, maybe not SAM-sites, but we will sure come up with something.

@nightblade: It is not a matter of it being realistic or not, the early jet-fighters were used for exactly that - intercepting and destroying german ballistic missiles. It is however not likely that we will be including jet fighters, and that is why.
 
Level 19
Joined
Oct 15, 2008
Messages
3,231
Will there be events in the game, like when certain countries get captured or regions get crossed over something happens?
 
I believe we talked about this a million times (although we never delivered a straight answer) - we are trying to make the game less restrained by creating mechanics that globally favours strategies that are historical, instead of forcing the player into doing this at that time just because it's the way it happened.

An example of this is how we're balancing the game to make theese kind of historic campaigns self rewarding; capturing stalingrad will give you acsess to large production areas, and will secure your passage to the oil-rich caucassus, while striking pearl harbour will rob the americans of their closest naval outpost and also provide you with an air base perfect for raiding the american mainland.

Another example of this is how we're getting rid of the country border system in favour for a more generic mechanic - you can now ally and unally everyone else as you favour, but your population may disagree depending on your previous relations to this country.

In detail, it works like this:
Each country have a variable for every other country representing their relations to theese. If you are at war with a country, this value will drop some every month - while if you're allied, the values will rise. If, however, you should ally with a country that you have previously fought for a long time, there will be public unrest, and you will get a cut in your tax income depending on how badly the public dislikes your new ally.
Over time, the relations between you will raise and the debuff dissapear, but it can be impractical for a country to ally it's greatest enemies, simply due to how much income they will loose to public unrest. You also have to be wary of how you plan your wars, since declaring war on a country will give an instant drop to both your relations.

Some countries will start off with increased or reduced relation standing to eachother to discourage theese from allying eachother - Germany and the USSR have naturally bad standings towards eachother, and so does Japan and the US. Britain and the US will however have naturally good relations.

The value can vary between 50 and -50, where negative numbers will give you the debuff. Declaring war will substract the number by 10 instantly, while peace gives you nothing (only over time).
 
Level 4
Joined
Jun 3, 2010
Messages
116
I believe we talked about this a million times (although we never delivered a straight answer) - we are trying to make the game less restrained by creating mechanics that globally favours strategies that are historical, instead of forcing the player into doing this at that time just because it's the way it happened.

An example of this is how we're balancing the game to make theese kind of historic campaigns self rewarding; capturing stalingrad will give you acsess to large production areas, and will secure your passage to the oil-rich caucassus, while striking pearl harbour will rob the americans of their closest naval outpost and also provide you with an air base perfect for raiding the american mainland.

Another example of this is how we're getting rid of the country border system in favour for a more generic mechanic - you can now ally and unally everyone else as you favour, but your population may disagree depending on your previous relations to this country.

In detail, it works like this:
Each country have a variable for every other country representing their relations to theese. If you are at war with a country, this value will drop some every month - while if you're allied, the values will rise. If, however, you should ally with a country that you have previously fought for a long time, there will be public unrest, and you will get a cut in your tax income depending on how badly the public dislikes your new ally.
Over time, the relations between you will raise and the debuff dissapear, but it can be impractical for a country to ally it's greatest enemies, simply due to how much income they will loose to public unrest. You also have to be wary of how you plan your wars, since declaring war on a country will give an instant drop to both your relations.

Some countries will start off with increased or reduced relation standing to eachother to discourage theese from allying eachother - Germany and the USSR have naturally bad standings towards eachother, and so does Japan and the US. Britain and the US will however have naturally good relations.

The value can vary between 50 and -50, where negative numbers will give you the debuff. Declaring war will substract the number by 10 instantly, while peace gives you nothing (only over time).

That sounds awesome :O Will that be included in the BETA?
 
Level 9
Joined
Sep 4, 2008
Messages
603
Only problem with Russia is that there are few habitable spaces, since most of its area is basically an ice desert... *sorry for off-topic*

Anyway, are you guys planning to give us a Christmas "gift" ? :p
 
Level 9
Joined
Sep 4, 2008
Messages
603
Yes indeed. However, the Soviet Army still won, due to its great number of men. Finland surely did fought well. USSR suffered more in the war against Germany.
 
Level 19
Joined
Oct 15, 2008
Messages
3,231
Hmm... I have an idea about balancing, how about making it so that some start with certain good units (Meaning these units are placed in their territory on Game Initialization) that they would be able to afford later but not early, or allowing them to research certain stuff or form certain alliances? Other than that, I can't think of anything else except giving some of their units higher ranks in the beginning (But if they make more units, they'll start from Private again) and using the terrain to their advantage.
 
Level 5
Joined
Sep 30, 2010
Messages
161
Perhaps this was already discussed but, will there be any resistance forces as random events or player controlled? (for example Polish/French resistance).
 
Status
Not open for further replies.
Top