View Full Version : Some questions about this game...
I'm not exactly a gamer at all, but Act of War caught my eye for a couple of reasons. I'm a USAF officer and I'm just looking for a realistic game that can actually be won by properly applying actual doctrine.
So how much of a spread is there in regards to the percentage of airpower, landpower, and seapower?
Do certain real-world items exist in this game? Can I target their logistics facilities, POL, IADS, or airbases?
I know that the game strives to remove the "authentic complexity" from the game, but how much control does the player have over such acts as force packaging? Can I issue an Air Tasking Order?
I just finished a six week course where we played some decently cool wargames (http://soc.maxwell.af.mil/exercises.htm) that required us to demonstrate real world doctrine, but the games left a lot to be desired.
-Thanks in advance.
Auxarius
18-12-2004, 21:30
http://www.military.com/soldiertech/0,14632,Soldiertech_AOW,,00.html < you should find needed info there, and if not try searching trough previews listed on this site: http://www.gamerankings.com/htmlpages2/922366.asp
Originally posted by Auxarius
http://www.military.com/soldiertech/0,14632,Soldiertech_AOW,,00.html < you should find needed info there, and if not try searching trough previews listed on this site: http://www.gamerankings.com/htmlpages2/922366.asp
Thanks! Half of knowledge is knowing where to go for the info.
I doubt this is anything what you have used before for the simple reason that it is just a game and not a simulation. Things are changed for balance and gameplay reasons.
Although you should still get it :coolred:
AgmLauncher
21-12-2004, 00:26
Can I target their logistics facilities, POL, IADS, or airbases?
In regards to this question, I think what you are looking for is campaign-level strategy. Rarely do RTS games exhibit strategy on such a scale. Yes, this game will feature airbases and economic structures/units. Most of the time your strategy will revolve around hitting the economy early and frequently. Typically however, hitting one building compared to another has little distinction in terms of it's effect on your opponent. In the end, it only costs him two things: time and money. Hitting an airbase when your army is anti-air deficient for example, actually wont really matter a whole lot. By the time you get near enough to it, he will already have built sufficient air units that it wont matter. By the time you build anti-air to deal with those, he will have already rebuilt his airfield.
Strategy in RTS games is generally lacking. You wont find the kind of high level strategy employed during the Operation Desert Storm, unfortunately. I would love to see a game like that tbh, but it would require very powerful computers to handle everything that's going on. I think Act of War will be more tactics based than strategy based.
I think having a more tactics than strategy is better in a game as it means that skill (micro & macro) is rewarded better as a game which has such in depth strategy as it is only a game and strategy to "military level" would be pretty much impossible to reach if you want to attract a wide audience, although it would make a GG for professional gaming legues like the CPL and WCG.
Maybe someone will make a mod or TC to include this high level strategy if (and hopefuly when) the game does very well.
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