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RTS will never quite match the daunting complexity of a hex-based wargame
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>>2328308
The only good ones I can think of off the top of my head are shadow empire, hex of steel, advance tactics gold and second front (though the price on second front is absolutely not in match with the quality of the game even if the game itself is good)
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>>2328306
>Refund reason: It's not fun
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>>2328479
all hexes are the same perfect size and the battlefield is divided perfectly into perfect hexes. The battlefield is perfectly uniform, entirely removing any and all complexity that comes with real life terrain differences, elevation, environmental factors like the weather turning flatlands into muddy puddles, etc
A hex-based game by definition has near zero complexity, not to mention the completely unrealistic and retarded turn-based slop aspect of it
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>>2328646
What makes you think tile based games don't have elevation or line of sight?
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>>2328659
because that elevation and line of sight is an abstract game mechanic that has nothing to do with complexity of real life terrain navigation
when you take binoculars and look across a field, do you see nearly everything up until the horizon, or does your sight end with a huge inexplicable wall of fog of war because everything beyond 5 hexes away is covered in magical gaming shadow?
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>>2328866
The optimal score is based on seizing objectives within a tight timeframe and with relatively fixed starting forces. That scoring (not the gameplay) necessarily narrows methods to what could be considered a puzzle. If you're just playing to win then things open up
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Panzer Corps 1 had a a mod, called Battlefield: Europe or something that had a map of entire Europe and allowed you to seamlessly play the entire World War 2 from 1941 onward. Since then I always yearned for a similar game that allowed you to control vast armies and construction back home that also wasn't an absolute deranged chore because whoever made it never interacted with computers outside of his game.
The closest thing I can even think of is either Civilization II World War 2 scenario or Shadow Empire but the latter has it's problems being a Sci-Fi game.
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>>2328916
>Since then I always yearned for a similar game that allowed you to control vast armies and construction back home that also wasn't an absolute deranged chore because whoever made it never interacted with computers outside of his game.
Bro it's called HoI
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>>2328918
HoI isn't turn-based and against AI it's combat basically boils down to drawing a line across the map and watching it turn your colour. It has nice things like the whole production system but the politics system is silly, difficulty just gives AI magical bonuses and it's combat is extremely boring.
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>>2328919
Every pdx game is turn-based, they are just really fast turns disguised as hourly or daily ticks, you can see this in the files by the order things get done by countries and who starts combat, its just much smoother than the avg turn-based slop
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>>2329164
Too lazy to go look at the files I see, all their games have actions realized in country order, sweden for instance is notorious for always been the first one in almost all their games, and I didn't say every RTS you dishonest cretin
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