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Documentation - Sean, Please Note!

Posted: Thu Dec 09, 2004 2:19 am
by Andy Brown
Sean,

I know your games tend to be "lunchtime games", quick and easy games along the lines of Windows Solitaire or Minesweeper. Firefight, however, seems to be more of a wargame. Indeed, I, as a wargamer, would not be playing it if it was the paintball simulator I believe it started life as.

As a wargame, however, it is horribly under-documented. A wargame should not resemble one of those RPGs where you discover the rules as you play. Wargamers, especially studious ones like myself, expect any WW2 wargame, which Firefight obviously is, to model some pretty commonplace characteristics of WW2 in easily understandable ways. So far, I have to admit, I've coped readily enough with the bits of the game that I'm finding somewhat opaque, but if I'm going to keep enjoying Firefight, I need answers to questions like the following that I really shouldn't have to ask.

How does big gun direct fire work? There seems to be no distinction between HE and AP rounds (which, in the case of the British 2 pdr which didn't have an HE round, is a bit disconcerting!)

Is armour facing important? (ie is tank armour thicker on the front of the tank than on the sides, top and rear?)

Are there morale and qualitative differences between the different types of squads, eg between paratroopers and regular infantry? Why is it that lowly Volksgrenadiers get panzerfausts when the better quality SS and Fallschirmjaeger don't?

Are there morale differences between the sides ie are the French and Italians of somewhat lower quality than the others? (from the way the Italians keep chewing me up in the desert, I suspect not, but it would be nice to KNOW).

When units are given "Fire" orders, how long will they keep firing for? (at specific targets? at general areas?)

What is the best way to use mortars? They are indirect fire weapons. Will they engage targets they cannot see by themselves or does the player have to order them to do so.

Don't get me wrong. I'm not suggesting the game should be something you didn't intend it to be. If the game does not or was never meant to involve this much detail, it's still fun to play. Blokes like me, however, noting the similarity between Firefight and Close Combat, come to the game expecting a high level of detail and we need to know if it's there or not so we can play accordingly.

Cheers,

Andy Brown

Re: Documentation - Sean, Please Note!

Posted: Sat Dec 11, 2004 5:57 am
by windows
Andy Brown wrote:Sean,

I know your games tend to be "lunchtime games", quick and easy games along the lines of Windows Solitaire or Minesweeper. Firefight, however, seems to be more of a wargame. Indeed, I, as a wargamer, would not be playing it if it was the paintball simulator I believe it started life as.

As a wargame, however, it is horribly under-documented. A wargame should not resemble one of those RPGs where you discover the rules as you play. Wargamers, especially studious ones like myself, expect any WW2 wargame, which Firefight obviously is, to model some pretty commonplace characteristics of WW2 in easily understandable ways. So far, I have to admit, I've coped readily enough with the bits of the game that I'm finding somewhat opaque, but if I'm going to keep enjoying Firefight, I need answers to questions like the following that I really shouldn't have to ask.

How does big gun direct fire work? There seems to be no distinction between HE and AP rounds (which, in the case of the British 2 pdr which didn't have an HE round, is a bit disconcerting!)

NOT THAT WE CAN TELL ...

Is armour facing important? (ie is tank armour thicker on the front of the tank than on the sides, top and rear?)

NOT THAT WE CAN TELL ...

Are there morale and qualitative differences between the different types of squads, eg between paratroopers and regular infantry? Why is it that lowly Volksgrenadiers get panzerfausts when the better quality SS and Fallschirmjaeger don't?

NOT THAT WE CAN TELL...

Are there morale differences between the sides ie are the French and Italians of somewhat lower quality than the others? (from the way the Italians keep chewing me up in the desert, I suspect not, but it would be nice to KNOW).

When units are given "Fire" orders, how long will they keep firing for? (at specific targets? at general areas?)

AT TARGETS STILL IN RANGE UNTIL DEAD OR THEY RETREAT...

What is the best way to use mortars? They are indirect fire weapons. Will they engage targets they cannot see by themselves or does the player have to order them to do so.

DIRECT FIRE ONLY WE THINK..

Don't get me wrong. I'm not suggesting the game should be something you didn't intend it to be. If the game does not or was never meant to involve this much detail, it's still fun to play. Blokes like me, however, noting the similarity between Firefight and Close Combat, come to the game expecting a high level of detail and we need to know if it's there or not so we can play accordingly.

IT MAKES IT INTERESTING THOUGH SINCE THERE IS A
"UNKNOWN" FACTOR TO THE GAME WITH NO LARGE AMOUNT OF RULES

Cheers,

Andy Brown