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Having complicated rules is nothing inherently bad.

But failing to tell the player about how game works, with either tooltips, tutorials or game manual is just awful. For example how is unit range related to fuel capacity, how rate of fire on autocannons, ammo consumption and damagerolls are connected, why for some weapon accuracy improves with decreasing range, while for others not, why 100% shot missed, why...

Till this day community is confused and divided on how multiple accuracy rolls on SACOS missiles really work.
 
Having complicated rules is nothing inherently bad.

But failing to tell the player about how game works, with either tooltips, tutorials or game manual is just awful. For example how is unit range related to fuel capacity, how rate of fire on autocannons, ammo consumption and damagerolls are connected, why for some weapon accuracy improves with decreasing range, while for others not, why 100% shot missed, why...

Till this day community is confused and divided on how multiple accuracy rolls on SACOS missiles really work.

I agree with this- if there's no way to visually show how a recon system is working, it might need to be changed, but I think it's important in the first place to at least take a stab at visualizing. In real life a recon group can know what it can see and place itself, but our perspective in the game inhibits that, so I think having some feedback on what a unit can actually spot is very important, especially in a real time game.

It's even more important with Red Dragon's increased use of small terrain features where you can place a unit slightly incorrectly and have it unable to spot anything due to a tiny elevation difference. I suspect the terrain in this game will be similar.
 
About elite units i would like to have elite units as harrasers and killers of HVTs. So they should get good stealth and maybe some sort infiltration ability. And for fighting i would like to see some sort of burst damage that simulates the preparing and effect of an ambush. And in an prolonged engament elite units lose their effectiveness. just my 2 cents for elite units instead of just infantry killers.
 
I am strongly in favor of asymetrical balance, but that still requires actual balance so dont over-do it with the unicorns and cost-effectivness. Spam of cost-effective infantry (or the lack of it) is the mayor issue in RD. Also its not fun to be unable to bring iconic units because of that.

As for the game interface. I would abstain from too much information. I actually like the recon system in RD (except for a few peculiarities). Its intuitive. You learn how to manage. That might be harder to get into, but its also not downright off-putting. I agree however on outright missleading information or the complete lack of information about important traits.
 
Regarding recon indicators, even something is better than nothing.
Most basic proposal: toggleable option which enables bunch of visual range circles for unit, each circle corresponding to spotting range for different stealth levels, with all special modifiers (cover, noise, etc.) ignored. That way you could at least see from what distance your unit (recon or normal) will spot enemy tank driving around in open.
Obviously if those circles could also follow vision blocking terrain it would be golden.
 
Heatmap overlay would work great, nothing can hide in green areas while you can't see anything in red ones. In-between colors for various stealth levels.

With a hotkey you could quickly glance at your recon capabilities.
 
I should add perhaps, that if the Recon system didn't have visual indicators, I would very much like a ruler or tool to determine range. Actually i'll add this as a suggestion in the OP.
 
Excellent Post... I enjoyed reading it and appreciate your analysis. 2 Issues that I think are a must be addressed include:

Recon - Ruse Recon System was simple, yet effective... I knew were I had to be and therefore the unit was a useful tool. Furthermore, with so many other units / engagments/ micro that must take place in a multi-unit RTS, it would allow more focus on other aspects of the battle.

Unicorn meta - I couldn't agree more...

Additional points...

Decks - Although I sank many happy hours look and building my Decks, I truly believe that it may be important to eliminate redundant cards and reduce this system. I took enjoyment in the fact that there were so many options... HOWEVER, it is/was quite frustrating at times... too many units were too close and some times MORE isn't Better, especially when trying to draw a bigger playerbase and level the playing field (making the difference between units only a slight varation that in turn may give another player a leg up on a battle is not right)
 
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Excellent Post... I enjoyed reading it and appreciate your analysis. 2 Issues that I think are a must be addressed include:

Decks - Although I sank many happy hours look and building my Decks, I truly believe that it may be important to eliminate redundant cards and reduce this system. I took enjoyment in the fact that there were so many options... HOWEVER, it is/was quite frustrating at times... too many units were too close and some times MORE isn't Better, especially when trying to draw a bigger playerbase and level the playing field (making the difference between units only a slight varation that in turn may give another player a leg up on a battle is not right)

I think this also pertains a bit to my point about useless units.
 
I'm thinking with the new deployment and the more structured deckbuilding that maybe units won't all have to be graded on the same curve so more things will be viable.
 
visual representation would make things even more confusing, because it is a complex interplay of optic strength, stealth, noise and modifiers from cover.
Which is exactly the problem described in the OP.
Since WEE, the series has wrapped itself into degrees of complication entirely futile and sterile. It's really not that difficult to imagine a recon system where the actual recon range can be visually represented. Cones with green, yellow and red colors to represent degrees of certainty come to mind.

Is there any reason why there is no simple range indicator for weapons ?
None. The only "simple way" to determine range was to force fire as far as possible, that was max range.

Is there any reason why there is no behavior settings as simple as fire at will/hold fire ?
It's something which existed since decades in RTS and strategy game and still was an impossibility in the wargames. The official reason was that the dev disliked macro. It meant that the players had to swallow massive amounts of micro, wether they liked or not. With the overall complexity and oftentimes hectic pace of the game, there's little wonder that the wargames ended being a niche.

There's many other questions of the same ilk. "It's not a bug, it's a feature" should be the unofficial moto of the wargame series.

Over the several years of this franchise I have spent dozens upon dozens hours in game testing things as trivial as optics capability, explosive effects, armor and so forth because the mechanisms behind were so complex that even formulas were of little help. It was not exactly fun and should not have happened at all.

I might not agree with everything said in the OP, but its plea for greater simplicity (or if you prefer for evacuating some byzantine unneeded complexity) is nothing but common sense.
 
Graviteam fixes the problem Wargame has with recon mechanics by just enabling you to click a button and get the complete FoV of the current unit you have selected so you can check for LoS obstructions. Now, it won't give you a detailed "you can see this much camouflage at this distance" but you can at least tell if the 3" bush 50 yards to the left is somehow blocking such a large portion of a unit's FoV that an entire enemy armored column can flank you without being spotted.

NWbQE.jpg
 
Try hitting 'h' next time when you play RD.
Results may surprise you.

To be fair this is not really a behavior setting, it's disabling weapons, a behaviour setting would allow units to figure whether to fire on their own. And that's the difference he is asking for i am pretty sure.
 
Eugen on purpose made decision to make recon confusing in the Wargame, because the feature you speak of was already included in the R.U.S.E.

ruse-review-3.jpg


It would be great if the Eugen explained why they did this, maybe there is some legitimate reason which I am not aware of.

To be fair this is not really a behavior setting, it's disabling weapons, a behaviour setting would allow units to figure whether to fire on their own. And that's the difference he is asking for i am pretty sure.
I think that tweaking RoE for individual units might be beyond scope of the Steel Division.
 
I must say I disagree with you in almost every respect.

The thing that, to me, makes Wargame: Red Dragon so much fun is that is the only realistic cold war RTS on the market. The key word there was realistic.

Wargame is a lot of fun to me, as a military history major in college, because of its realism. I feel like a lot of your suggestions would take away from that, especially when you talk about removing the "worthless" units. Every unit in wargame - and I mean every, single unit (besides maybe a command helicopter) I have expiremented with at some point. They are all in the game for a reason. Even 10 pt recoilless rifle trucks make a great anti-infantry support vehicle (if used correctly).

You must realize that every unit that was made during world war two, and the cold war, was designed with a specific purpose in mind (even if that purpose were purposes) and used to that end. For example, you may say that a 15 point unguided anti-air cannon in the Vehicles section is worthless - i would reply saying I use one every game to defend my CV in the callout zone.

Do you see what I mean? Useless to you, maybe. But to other people its the make-and-break. If anything, I would encourage them to add more units to the game. Or, at least, more variants of existing units.

On your splerge about "elite meta"

7. Elite Meta
Elite meta should not be a thing, something isn't a regular unit if they suck so much they can't hold the line. Elite and Special forces aren't elite or special, because they are all rambos destroying hordes of enemies, but because they can operate without a heavy supply chain behind enemy lines. Please don't make it so 10 commandos kill 4 times their numbers simply because they have "elite" training status.

I should add this to the OP at some point.

You've never played ranked, have you? I use nothing but line and a single card of shock infantry. You send the line infantry in, they die to the enemy shock infantry, but the enemy gets panicked (you usually have fire support vehicles and mortars, unless you really, really, really suck at this game). When a unit is panicked there accuracy goes down to like 5% or something crazy like that. Then your shock infantry (or your transport vehicles, anything with 2 armor) moves up, and starts gunning down the enemy. To this end your spending half as many points on infantry as your enemy and pushing him back.

To simplify, your infantry is there to die, and your vehicles there to kill. In the cold war era, and in WW2, the name of the game was fire support. If anything, I PRAY this carries over into Steel Division.

take any random RTS. How many explain to you straight-up precisely how unit armor levels affect damage taken? If those are visible, even.
I think you're holding Eugen to an unrealistic standard here.

It's actually like really simple if you try and understand it. A unit's STRENGTH is its health. its ARMOR contradicts incoming fire. Thusly, a tank with 17 front armor and 10 health getting hit by a 19 AP power weapon will take 2 damage. There are a number of "rolls" that go into each shot (critical chance and such) but generally speaking that's how it works. But you also factor in morale damage (a panicked unit can't hit anything, as stated before) and the more damage it takes the quicker it will become stunned.

EDIT: This gets a bit more complicated when you get into Infantry AT weapons v. armor, range, KE projectiles, HE damage, and the such, but as a general rule of thumb you can understand the above and be able to play competitively.
 
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