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Corporal
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Mar 19, 2017
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I have heard a lot of people complaining about the new frontline system in this game. I can't understand why. I think it is a great improvement over the old zone system in Eugen's previous games.

I want to do a poll to see if this is a popular opinion:
  • If you prefer frontlines, click "agree"
  • if you prefer zones, click "respectfully disagree"
What are the reasons people don't like frontlines?
 
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I gave you a "helpful".
 
I prefer the frontlines. Yes, they can give you a heads up as to where the enemy is pushing or has units based on how it moves (so did a control zone suddenly changing colour too though) but I like how it opens up the entire map to scoring. I don't mind the control zone system either but I always found the command vehicle thing a bit clunky.
 
Its been discussed before.

You keep your frontline but you have capture points on the map that probably aren't at all like the cap zones of Wargame, but more like areas like crossroads and important buildings or heights that give more income bonuses. The point is to direct the fighting at important places without having the stupid CV's. You just push your frontline in that direction. This mitigates the present game design which is "I have 51% of the hedgerows, surely this makes me der Gröfaz" resulting in a win even though you did nothing but grind for some fuggin bushes.
 
As I've said numerous times, I'd like to see zones + frontline over either of them separately.

That way you'd get the nice parts of the frontline system (less cheeki breeki, encirclements) and and the best parts of the zone system (concentrates attention, easy for new players to understand, no map border infantry creeping horse pucky) without the downsides of either.

You'd score by having >=51% zone control in at least one more zone than opponent.
 
I haven't heard any really constructive reasoning behind why the Front line system is 'bad' i've heard a lot of people who want Wargaem 4 or more content for Red Dragon and who hate everything else that isn't that.

I personally like the front line system, it makes conquest more enjoyable when you can decide where to push and makes more decks viable imo.
 
It's a great organic gameplay mechanic. It could be visualised better though to make it more easily apparent at a glance how well your team is doing at any moment. A history graph at the end of the game would also be quite informative, at least for when you narrowly win or lose.
 
I haven't heard any really constructive reasoning behind why the Front line system is 'bad' i've heard a lot of people who want Wargaem 4 or more content for Red Dragon and who hate everything else that isn't that.

I personally like the front line system, it makes conquest more enjoyable when you can decide where to push and makes more decks viable imo.
I know, I can count on my hands the same people that cry bloody murder over mechanics differing from WG.
 
wouldn't either if there were an English-speaking community elsewhere.
even then, you should've found a lot of posts like this.
Ok, but that thread is about importing the frontline mechanic into Wargame. But i agree that the Frontline mechanic wouldn't be a great fit for Wargame in its current form, but that's hardly surprising given the vastly different game mechanics and differences in the overall mobility of units.

What i haven't seen is a sensible explanation as to why the Frontline mechanic is bad in steel division beyond the relative ease with which you can identify where there are no combat units accross a large area of the map, but you have a similar problem with Wargame where a bunch of empty transports driven by Sgt Nunez and his pals can determine whether or not an area is defended or not, which is not something you can do in Steel division.

I'm not saying the Frontline system is absolutely perfect the 51/49% tick is a good example but its not a game breaker IMO (more of an immersion breaker) as normal game settings will always leave space on a map to push into a weak area and either neutralize the tick or gain your own tick, it also partially solves the problem in Wargame where the odd map can give you a worse chance to reach a contested zone than your oppo.


Edit.
Recon units don't effect the frontline and with the absence of CV's there's nothing much for them to kill behind the lines anyway so the you can't sneak stuff argument is also fairly irrelevant as you can push recon units behind enemy lines at the start without effecting the front line.

Also, for some reason your link tried to force https which caused my phone to have a shit fit and sent me somewhere completely different when i tried to check it there ;)
 
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beyond the relative ease with which you can identify where there are no combat units
that you start ticking/winning automatically, without investing 100+ points on otherwise useless units like in wargame? No longer is there a balance between points invested now and a conquest advantage later to consider. Everything just feeds straight into air or the frontline.
bad in steel division
who knows. We only have the playerbase to turn to as the measure of a good design. The mechanic itself would work quite well in something set in WW1, as would practically everything else about SD.
Also, for some reason your link tried to force https
I don't know why, either. Tried editing, but it appears to be on Paradox' end.
 
Its been discussed before.

You keep your frontline but you have capture points on the map that probably aren't at all like the cap zones of Wargame, but more like areas like crossroads and important buildings or heights that give more income bonuses. The point is to direct the fighting at important places without having the stupid CV's. You just push your frontline in that direction. This mitigates the present game design which is "I have 51% of the hedgerows, surely this makes me der Gröfaz" resulting in a win even though you did nothing but grind for some fuggin bushes.

I would argue that you don't really need income bonuses for important locations, just a better explanation of why they are actually important and how it's represented on the map.

The road network for instance is arguably the most important portion of the map, and yet to a large extent it's obscured on the big map, not shown clearly on the mini-map, and its purpose and importance only becomes apparent when you realize your Panther took the long way around to the battlefield.