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Sean O'Connor's Games • View topic - American Civil War
Page 1 of 1

American Civil War

PostPosted: Tue May 08, 2007 5:48 am
by Legacy
A second lieutenant of mine, whose name happened to be Pickett, had his entire squad killed as he charged a cannon position atop a hill. The humor aside, it got me to thinking. Wit ha few tweaks, this engine might lend itself very well to an American Civil War or Napoleonic Wars setting.

Thoughts?

PostPosted: Tue May 08, 2007 10:02 am
by Andy
tweak the arty controls so you buy and plant your guns on a hill, then select the battery and command them to open fire on an area, rather than a point.

generally i feel firefight needs a multiple unit select function
________

PostPosted: Tue May 08, 2007 4:15 pm
by Legacy
Unit size would be an issue, as squads and platoons were relatively insignificant concepts then, and companies were the size at which units started to become useful. I figure that if you have 14 infantry units, you pretty much have a rifle company as it stands now, so we're a tad small scale for 1800's warfare.

PostPosted: Tue May 08, 2007 5:44 pm
by TheKangaroo
Well, it could be done. In the end it comes down to simplifying the AI, means removing features like the soldiers finding cover individually and such and instead having them hug that blue line and add simultanious firing.
Guess those are things Sean would have to change, though. The easier way would be to change the graphics so each individual soldier will become a company or such, a little sloppy but gives you the same effect. In the end I believe even though the engine would probably be well capable of that Firefight isn't quite the game for these things. I feel it would just end in removing some of the greatest features instead of adding much new.

PostPosted: Tue May 08, 2007 7:34 pm
by Sean OConnor
Sounds like an interesting idea but I really don't have the spare time to work on something like that! Also, being a Brit (is that a Limey?) I know almost nothing about the ACW.

If I manage to do another real-time game it'll probably be a medieval battle with isometric graphics.

PostPosted: Wed May 09, 2007 4:17 am
by Dunkirk
Honestly, IMO it would be difficult to best Sid Meier's "Gettysburg!" game. For 19th century, regiment/brigade level combat, including command and control, fatigue, morale and maneuver considerations, that game is top notch.

You can move into columns, lines, wheel, hold fire until ordered, you can have artillery retreat by recoil, and you can order multiple regiments by selecting their brigade commander.

That said, I think the dynamics are very different in Napoleanic/Jominian warfare (which heavily influenced ACW) than those of WWII: small-unit maneuver, armor, automatic weapons fire, etc. Firefight seems designed for that, and has done a great job of addressing this type of combat.

PostPosted: Thu May 10, 2007 1:36 am
by Legacy

PostPosted: Wed Sep 05, 2007 12:11 am
by Captain Zlog

PostPosted: Wed Sep 05, 2007 1:48 am
by Legacy

PostPosted: Wed Feb 06, 2008 4:54 pm
by StateRoute170

PostPosted: Wed Feb 06, 2008 9:01 pm
by StateRoute170

PostPosted: Wed Feb 06, 2008 9:09 pm
by StateRoute170