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Thread: Feature requests - what's missing from Total War?

  1. #21
    Big Dogg's Avatar Semisalis
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    Default Re: Feature requests - what's missing from Total War?

    Supply chains for big armies would be nice. So say you have a full stack moving into and enemy territory there will be a road behind that army leading back to your province. If the enemy cuts that supply chain then your army undergoes major attrition.

    More disease would be good too. So that your or the enemy's army could disappear over a turn and thus force retreat and towns can be almost wiped out but disease.

    Finally more music like mtw1 cause that was the best music ever

    And bring back proper city battles like mtw2 and rtw. It would also be nice if during city battles there were the people of the city there for you to slaughter or not. The ability to destroy any building with any units during a battle like mtw1 would be nice too.
    Last edited by Big Dogg; June 02, 2011 at 09:27 AM.

  2. #22

    Default Re: Feature requests - what's missing from Total War?

    I would also quite like conquest in the style of EU III, where you don't officially own the land until the people you conquered are either annexed or there has been a treaty signed in which you are given the land for peace. Of course this kind of system wouldn't probably be very realistic when you conquer uncivilised people say Romans taking Gaul land etc or vice versa with uncivilised people conquering lands like Huns, but should be with civilised countries.

  3. #23
    GambleFish's Avatar Campidoctor
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    Default Re: Feature requests - what's missing from Total War?

    Ooo, nice thread so far. Surprised no comments on diversification of unit roster yet.

    I would say that adding content mid-game would be really cool. Like Realm Divide, but taken a step further. For instance, (and this is just an example, I know Shogun 2 is done and Korea won't be a part of it), having some Korean/Chinese/other factions in the game outside of Japan that can be trade partners and perhaps naval powers in the first half of the game. However, their provinces will remain in-accessible to the Japanese factions until you become Shogun, to represent how fierce the competition for Kyoto was, and the need for Japan to be more stable before you interact with your neighbors. In this example, when the half-way point gets reached and one faction becomes the new Shogunate, the enemies can form an alliance that controls the rest of Japan or something, and you, the new Shogun, now have access to the land and cities of your enemies, and you can wage war country-on-country, as you now have the power of a nation behind you.

    In general, this idea expands upon the more focused, regional campaigns like in M2TW: Kingdoms, and combines it with the Periods idea from MTW. For instance, in Rome 2, there could be two or three starting positions: an Early campaign, in which most of the Eastern provinces are locked (Russia, Egypt, Asia Minor). The factions still exist, but only to trade and negotiate with, perhaps to send armies with fleets as part of an agreement, but the territory is limited. In this Early period, you could do the whole "families" idea from RTW, or at least have it develop. If you did families, you would play as one family until you triggered civil war, fighting in Italy, Southern France, basically the South Eastern part of the Mediterranean. Once you control Rome, your enemies become one faction, and the map expands to show the rest of Europe, Africa, and the Middle East, now open to conquest by the newly minted Roman Empire. This would eliminate the steam-roller effect, and instead give the sensation of moving to another level of war. Like in Shogun 2 - you are fighting clans, which are strong, but when you become Shogun you could fight entire nations, each far more powerful than any single clan, giving you a real challenge on an increasingly grand scale.

    In this idea for Rome 2 (another example, not assuming you are or anything), you could give an option for the player to start the game after Rome is unified / becomes an Empire, thus avoiding the early stage if the players want. There could also be a late-stage, perhaps along the lines of Barbarian invasion, or even just a more advanced stage of Roman Empire, where playing as another nation gives the challenge of taking down the big guys.

    tl;dr: Bring back the era system from MTW! It is really easy to just reassign starting provinces, tech, and troops, and it adds a lot of enjoyment and re-playability to the game. I think it would be great to expand upon it, making the beginning of the game a smaller affair, with many nations only represented by trade and naval power with locked territory. Upon completing a goal (I.E., becoming Shogun), the player now gets to face the larger and more dangerous foreign powers, but with a country and army behind them.

    This may have only been feasible with Shogun 2, but I dream of becoming Shogun - and only then seeing that the true challenge lies before me. Would erase my steam-roller feel and bring new life to the mid / late game!

    Oh, and modding support. For reals.
    Last edited by GambleFish; June 02, 2011 at 06:32 AM.
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  4. #24
    Sir StroudI's Avatar Libertus
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    Default Re: Feature requests - what's missing from Total War?

    I would like Every factions units Stats are different, like in rome: total war... those where the days...
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  5. #25
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    Default Re: Feature requests - what's missing from Total War?

    Modding tools, full expansions.
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  6. #26
    Comrade_Rory's Avatar Protector Domesticus
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    Default Re: Feature requests - what's missing from Total War?

    Right, here we go...



    1. Battle maps that represent where battles are fought on the campaign map, you said this was in Shogun2 but it's barely as good as RTW.
    2. More provinces: I liked the map of ETW and with more provinces, it would have been amazing. In reality, landing a British army in Brittany and marching to Paris would have been a huge campaign, losing men to resistance along the way... in ETW it was one turns worth of work. More provinces would feel more like a campaign as you gradually move forward.
    3. Bigger maps: I appreciate the benefit that focused conflicts provide but these games get boring very quickly, i have already had my fill of Shogun 2, i only played 103 hours on NTW... ETW, which is the least playable of the three, 685 hours!! It has so much to do.
    4. More in-depth politics, if you do Rome 2, then this is a must. Politics doesn't conist of Monarchy and Democracy. There should be various reforms and things which all affect your populations happiness.
    5. Looking at these points... i think you should just approach Paradox Interactive and ask them to make the campaign for you while you focus on the battles
    6. Oh and, yes i realise alot of people play multiplayer but this isn't Call of Duty and the majority of players prefer singleplayer, even within the multiplayer crowd... they enjoyed RTW just as much without all the fancy clan stuff.

  7. #27

    Default Re: Feature requests - what's missing from Total War?

    A return to the kingdoms style reinforcement system; the engine can support up to 56k men so lets utilise it please

    Mod tools

    Some kind of "proper" manpower system would be nice (more in depth)

    A new supply system where you can cut off enemy armies from supply routes, making them fight with reduced strength if they become out of supply

    Just a few ideas there
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  8. #28
    SonOfOdin's Avatar More tea?
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    Default Re: Feature requests - what's missing from Total War?

    Modding Tools, more diverse castle and battle maps(in the campaign), Custom Clan/Vet.Units system of Multiplayer implemented in Single Player.
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  9. #29
    Strategos Alexandros's Avatar Centenarius
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    Default Re: Feature requests - what's missing from Total War?

    Bring our cities back! And make them how they looked in real life. For Rome II for example: Rome has the Tiber on the battle map, Alexandria is on the coast and has the lighthouse, Syracuse with her high walls (and her mirrors^^), Athens with her long walls stretching to the sea. You might even consider to sell realistic city maps as DLC. And of course citizens in the cities. Let them scream and fear! And let them interact with the soldiers, so they beg to be alive, or get killed, or their houses got pillaged etc.

    Edit: And of course naval and land battles at the same time. Imagine a siege with trireems with soldiers on it sailing to the walls of Syracuse, only to get sunk by Archimedes catapults, AWESOME!
    Last edited by Strategos Alexandros; June 02, 2011 at 04:54 AM.
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  10. #30

    Default Re: Feature requests - what's missing from Total War?

    Mod tools, that's all you guys have to make. Create an awesome game that everyone likes and release mod tools so the hardcore fans can make their own version of it. It will also increase the lifespan of the game by 8 years minimum. Look at RTW and MIITW. Those communities are still up and running and those games are still being bought whereas ETW and NTW are almost dead already.

    For a good example on how it should be done, look at Bethesda and their construction kit. Oblivion and Morrowind are still being modded on and their games are still selling like mad. That's all because of their modding tools!

    If that is to much to ask:

    MIITW reinforcements

    Battle maps that represent where battles are fought on the campaign map and make them more unique.

    Bigger map with more provinces. It's nice that in NTW you're able to invade every country lik Napoleon once did, but it would be really nice to invade the USA or even China with Napoleonic armies

    Full blown expansions. STOP with the DLC thing, they are useless!

    More in depth diplomatics, trade and so forth.
    Last edited by |Quintus Sertorius|; June 02, 2011 at 04:59 AM.

  11. #31
    Brutalsubtlety's Avatar Decanus
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    Icon12 Re: Feature requests - what's missing from Total War?

    Hey! Hey! Hey! Hey! Hey! Hey! Gimme some eyes! Look at me! Cool your jets! All right, There are a great many things that i would like, demanding 8yo histrionics aside:

    More Character/personality within factions/clans, unique unit roster more individual character: units that are not all the same, an end to homogeneity, additional game character and colour, form, scope, all these elements add to a more immersive experience.

    A return of historic structures RTW Wonders(allow them to be built) temples, statues Wonders... updated, with variety so each campaign could be different. New Wonders new strategies, new units.
    City Development & Diversification
    Large cities can now be developed along a path of our choosing, ultimately providing greater diversification for factions construction of buildings to bolster your economy by developing a Cattle Trader, or perhaps you may wish to develop a carriage workshop to allow your people to use carriages so that they can move greater distances and thus increase population growth and spread.
    Wonder-capture
    When you take a region with a Wonder you will not immediately gain all its effects. You will need to seize the Wonder, then secure it and then exploit it. Each of these phases will bring more of the Wonder's benefits to your faction. Wonders offer some faction-wide bonuses but such effects will vary by faction.
    Marvels
    In addition to Wonders there are also Marvels such as Hanging Gardens. These Marvels act much like Wonders except that they exist in or by a settlement rather than distant from it and as such they are considered captured when the settlement itself is taken. Guard these Marvels well as they can bring great blessings to your faction!
    Unique Cities
    'Rome' 'Troy'and other well-known cities of the ancient world populate the landscape of the campaign map, each graphically designed and modelled to be unique and accurate. Breathtaking
    Landmark Features
    Various features Aqueducts, famous roads, Landmarks The Giant's Causeway that we all know and love are represented on the map - and some will even afford your faction with beneficial effects. less prominent features such as castle ruins and ancient temples.
    Changes in unit behaviour, like fire by rank. Allow a researchable technology to affect both unit performance as well as battle strategy. Allow units to be retrained, refitted, even allow for the creation of new unique units. (combining units) Capturing generals, units(Have special units available that allow for this mechanic.) Allow enemy units to be captured. Also allow these units to be combined, refitted, reverse engineered in some cases again allow for the creation of new unique units.

    Add unique flavour there are so many possibilities: Marvels The Great Wall Of China Wonders The Parthenon, Stonehenge Shinto shrines, Budist, Toaist, ancient Chinese temples, formal gardens, a peach orchard in the mountains, a particularly interesting bridge... As this is a game I would think that it would be possible to extrapolate variety through existing, past, and interpretive architecture, some clans perhaps a known amalgamation of previous traditional and existing factions.

    I hope 'we' can at least accept a more creative and imaginative variety that is loosely based in historical fact, and that these creative imaginings are legitimate possibilites, as legitimate as Napoleon taking over the entire European continent. Or the Ancient Egyptians invading Great Britton.

    Apply all of the above reasoning to units, uniforms, appearance, as well as unit rosters.

    Update unit behaviour: being surrounded and getting attacked from all sides is a more obvious and natural solution and behaviour, than surrounded men having one on one duels with a dozen onlookers waiting patiently in line; as fire and brimstone, literally rains death from on high around them; completely ridiculous.

    How can you make that realistic and fun at the same time? Make this a keystone, foundation of the franchise.

    Remember In RTW how you had the option to lay siege and construct siege equipment: towers, what not? Possibly a refinement of this game mechanic? Perhaps a bombard fortress option (would look spectacular at night... And the rockets' red glare, the bombs bursting in air,..)

    Access to far more units, allow players to choose from a deeper unit pool. It gives us the illusion of real choice. sapper units... Real choice as to how our clan/faction appears armour, style architectural styles; an extension of our ruling philosophy. Harsh and dictatorial, open and enlightened. Our Clans Units and Architecture change to reflect these choices.

    If there needs to be a limited unit roster (due to programming) allow factions to research branching technology that removes one path in favour of another this will make researching more strategic and add to replay longevity. Accept that players want to choose from a deeper unit pool. It gives us the illusion of real choice.

    Introduce: healers, battle surgeons, these units can heal some units naturally over time, and be healed. Perhaps construct a field hospital. This mechanic would allow for more strategic battles. it may also allow for smaller forces to present a greater threat when handled correctly or incorrectly depending on which side of the fence you sit.

    Introduce Caravans supplies that further aid your factions provide trade increases, unit boosts, weapon performance, increase range... providing 'target' to be escorted or ambushed, and a reward if either objective is accomplished.

    Mechanical units: cannon, catapults, trebuchets, scorpions – These units can be repaired, using engineer units, that perform repairs on units, defensive structures, give bonuses to units in area of effect. Can construct defensive positions, can hinder enemy troop movement...

    Genuine choice as to how our clan/faction appears in game their: armour design architectural styles; an extension of our ruling philosophy. Harsh and dictatorial, open and enlightened. Our Clans Units and Architecture evolve to reflect faction behaviour Harsh choices sacking cities, killing prisoners, betraying allies...

    Allow us to rename cities, castles, allow us to move capitals.

    Allow us to create our own faction (ruling philosophy, flags, unit colour, king, religion, Architecture style, unit roster,) that can replace an existing ingame faction/ or make available the mechanic that would allow for a rebellion that if successful would give us greater freedom to forge our own faction destiny. An option to renounce the old ways and adopt a new path, (ruling philosophy, flags, unit colour, king, religion, Architecture style, unit roster.)

    I'm in favour of simulations to a degree, I personally feel an 'authentic' world (not units whooshing up walls, getting up after a cannon ball hits. No blood! come' on no blood in total war )is more important than historically accurate units, I don't need dragons, but I don't agree with needless/gloomy/stringent historical accuracy either.

    Furthermore: intricate significant, substantial, even momentous change is what I'm wishfully anticipating in CA's next objet d'art.

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    Failing all this give powerful mod tools out to those capable giants, the modders allow them to take up where you left off. Don't listen to the short sighted naysayer it will pay off big time when it comes to creating a platform for ever better Total War.

    I/we are grateful for this opportunity and we thank you Craige.

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    Last edited by Brutalsubtlety; June 04, 2011 at 06:27 PM. Reason: Adventurous conduct often seems insanity.

  12. #32

    Default Re: Feature requests - what's missing from Total War?

    Expand MP with additional scenario modes for team games with defined roles for attacker, defender, battle timer and key points.

    It is a way to expand MP beyond battles in avatar campaign limited to land, naval and siege. Ambush, river crossing, sea landing, RTW style city battles - just to name a few.

    The problem with custom scenario battles in NTW was that they were defined by map features only, but with introduction of fund handicap and key points in S2TW those scenarios could be enjoyable and fun with an assortment of maps.
    Last edited by Timox; June 02, 2011 at 04:58 AM.

  13. #33
    Rougeman's Avatar Ducenarius
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    Default Re: Feature requests - what's missing from Total War?

    Make Portugal Playable in Shogun 2 please

  14. #34
    Basileos Leandros I's Avatar Writing is an art
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    Default Re: Feature requests - what's missing from Total War?

    Couple of features I'd like to see.

    1. Mod Tools - by far the most important, it enables us to create a much better TW game experience and improve on the original

    2. Unit "character" - even with regiment names in NTW and experience, they still feel just like any other different unit. Bring on some ideas such as different uniforms, different "battlefield character" to make them more unique. (look at the Infanterie de Ligne "The Brave" from NTW, the name says it all).

    3. More economic options

    4. Allow more units in a single army

    5. Develop the skill tree - even if so far it makes the general/agent more "unique" once he dies I can make another one just as easily, the impact is not as profound as one might expect.

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  15. #35

    Default Re: Feature requests - what's missing from Total War?

    Feature requests - what's missing from Total War?

    MODDDDDDDDDDDDDDD!!!! MOD!! feature to mod able like CA give us in Rome Total War and Medieval 2 Total War

    pleaseeeeee!
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  16. #36
    Thiril's Avatar Libertus
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    Default Re: Feature requests - what's missing from Total War?

    -more diplomatic options: be able to demand one of your allies to negotiate peace with an enemy or direct them to take a city from the enemy rahter then declaring war and just keep having their sake-party next to their own capital.

    -trade delegations or diplomatic missions: For example (as Takeda) I sent a diplomat (an agent) to the Date clan to raise relations over time, in the end if your mission is succesful and both factions are content I might be rewarded with a Date No-Dachi for the effort. If the mission fails however I might lose relations with the faction or even trigger a war. Diplomats can level up increasing their succes chance in general or if they are military minded (units as reward) or trade minded (koku or trading goods).

    -Battle speeches in MP which you can create yourself (by picking several preset lines) the higher your rank is, the more lines available and more heroic/funny ones you have. Equiped retainers can add several lines aswell. So all speeches are unique in a way.

    -historical generals that appear on the map. I remember Kingdoms with William Wallace or Richard the Lionheart. If Tokugawa manages to revolt against Imagawa let Honda Tadakatsu or Mitsunari Ishida spawm at both sides with unique units (just a katana samurai with another color and name is more then enough to make those units feel special) If the revolt stays out, they don't appear. It gives a more personal feel to every gameplay.

    -Battle deployment before the the loading screen. (The current loading screen which give you an overview of the map a feature which is brilliant). But now deploy first, and then go to the screen, so your battlefield is in the style of historical battles. It ads a more epic experience to 'the battle of Sakura Ridge' imho.

    -Campaign map interactivity. For example a skillfull spy or general might be able to block a pas with an avalanche for 3 seasons, blocking all movement in that pass. Placing booby traps, a general leaves a unit behind (the better the unit the more chance of succeeding) and when an enemy appears they might release boulders or torch a forest or something like that depending on the location, to inflict some damage and blocking the map. A general with low command risks his troops to dessert him or join the enemy.

    -All factions playable, it has been like this since rome that I wanted to play other factions, I really don't care that they don't have any advantages or different units, another starting location or simply other colors are enough for me. I mean it's not like for example the Mori have that much of usefull clan advantages. So keep the great clans and their advantages and just unlock all the small ones, no bonus needed (or give them random +10 diplomacy or +1% trade income if you really have to)

  17. #37

    Default Re: Feature requests - what's missing from Total War?

    Quote Originally Posted by Basileos Leandros I View Post
    Couple of features I'd like to see.

    4. Allow more units in a single army


    That's already possible, they just have to implement in correctly (They have to edit the UI to allow more units in it). But you can play with up to 80+ units in battles if you just add 2 little edits to your savegame.

  18. #38
    Ashu-Siralis's Avatar Senator
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    Default Re: Feature requests - what's missing from Total War?

    A more in depth alliance system in campaign. I want to be able to plan campaigns with my allies and join in theirs. I want to be able to tell my vassals and allies to attack here or there in so many turns. Like in four seasons bring these many units here, or something. I also want the ability to allot land to my vassals. So if I take over a region, I get the option to give it to a vassal. Also, I think there needs to be more benefit to decentralized government (more than just the administrative cost thing). Also, a reason for war thing might be nice, because, as it stands right now, it's pretty silly. Everyone declares war on everyone!

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  19. #39

    Default Re: Feature requests - what's missing from Total War?

    That's an interesting topic Craig! Thanks for that: here are my wishes

    1/Whatever the period will be, more units variety and each faction its own units (like in NTW)
    2/ a lot more maps, not locked, available in singleplayer and multiplayer (I really don't understand why there are more maps in multi than in single). maps need to be bigger also.
    3/ possibility of having more deployable items (the system of medieval TW with the ladders, siege tower etc was good)
    4/Possibility of making defenses work during the battle: construing sand bags defenses or trenches...
    5/all units available in campaign, single and multiplayer, stop locking please.
    6/ Possibility of taking the ennemies' boats, cannons, defences during the battle and to use them against the ennemies. (in single/multi/campaign).
    7/more variety in the buildings: town, fortress, cities, villlages like it was in Medieval II
    8/The choice: give us options to choose what settings we want for the number of units (from 20 to 40), the number of soldiers per unit, number of boats per army, permanent arrows or not (same for craters...)
    10/ modding tools to be abble to do complete modifications (at the released of the game not 5 years later)
    11/better dlc (each dlc: new units, new maps, new features)
    12/ possibilty of creating your own map in singleplayer, to save it and eventually to share it with the communauty.

    last remark: a lot of players plays only in single or only in campaign or only in multi (me only in single), if there are units, maps, features locked, your game is limited and less interesting. So no locking is the solution.
    Last edited by panzerschreck; June 02, 2011 at 05:32 AM.

  20. #40
    Juvenal's Avatar love your noggin
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    Default Re: Feature requests - what's missing from Total War?

    Total War needs a battlefield chain-of-command system.

    Instead of direct god-like control of your generic 20-unit army, you should instead be interacting with your senior commanders who in turn fight the battle for you.

    This system can be as easy or complex as the player wants. Subordinate commanders can have traits which affect their interpretation of your orders, ranging from rash hot-heads to cautious safety-first types. They can also have different abilities, some able to coordinate large groups of units while others put themselves at the head of their favoured formation and use their charisma to inspire it to do great deeds.

    The player would create a battle plan during the deployment phase, then watch it executed during the battle, giving new orders and setting senior commander objectives and stances as the situation unfolds.

    Chain of command permits larger battles with more interesting events. Having played a decisive battle, the player should be able to go back and review the replay to find out exactly why things didn't go as planned.
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