Red Sun Over China (RSOC) - Official Thread
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@hepps Probably, mechanized infantry. Suggestion for heavy artillery, remove the shells, since the gun is clearly the big one now.
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Kinda struggling with Mobile Infantry for Japan as I am not really sure what this is meant to represent.
Maybe have them on bicycles ? Seemed to work in Malaysia : )
sorry, just a thought : )
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@hepps Overall looks pretty good. A few comments:
- Not a huge fan of the new propaganda unit. To some extent, the name of the unit is questionable as I think it really represents more of a rebellion/uprising. I think I like the fist better than the new alternative.
- One thing that bothers me is the color of the units not being consistent. It looks better in the new sets except the cavalry and train look a bit darker.
- I removed armored trains so you can ignore those.
- Mobile Inf is hard to say but some form of truck is probably most appropriate. I'm generally ok with the existing one.
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I believe Mobile Infantry represent something like an Armored Personnel Carrier.
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@redrum Yes not all the colouration has been done to my satisfaction either.
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The Nationalists...
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@hepps Especially for this time period, the elite of the Cinese were the German trained divisions, whose soldiers would look almost exactly like German WWII soldiers (at the start of this game Germany still hadn't recognized Manchukuo as a country, considering that territory as a Japanese occupied part of China, like almost everyone else in the world). But, since eventually German support faded, your image is better for the elite you would purchase some rounds into the game (tho, realistically, the Chinese should just have no Elite, as their elite were still worse than the average German or Japanese soldier, or maybe having elite at start, but unable to buy any more from round 2 onwards, to represent the end of the German collaboration).
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@cernel Yeah I had thought along the same lines when I was re-using other designs. Instead I just did a new one...
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Maybe an easy way to make conscripts visually distinguishable from normal infantry could be to have the unit be an infantryman that stands at attention, for all nations. This would make sense as the conscripts are new and learning The normal infantry could be an infantryman shooting/running/fighting. And an elite could be kneeling, as he is a veteran and knows when to duck or hide
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@frostion That is what I have been doing.
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On this regard, they should really be upgrades of the cheaper one, like in Civil War. I'm like 99% sure this is what pulicat would have done too, had the option existed at the time. On this matter, I believe only units that didn't move on the turn should be upgradable (or having a property for that) (and can't move after being upgraded, in case of uncommon phase orders).
@Hepps If you are going to do that for all powers, then I'd surely remove the elite symbol (also, you can use icons for it, even if to be always displayed).
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@general_zod said in Red Sun Over China (RSOC) - Official Thread:
Suggestion for heavy artillery, remove the shells, since the gun is clearly the big one now.
If the shell is an icon, @redrum could decide if he wants it or not after all is there.
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@cernel This just the design phase. All I am doing is setting up stuff. Better to have something and not need it, rather than to need it and not have it.
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Next up! Yours and all of our favorite puppet state... Manchukwo!!!!
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Hey. Thanks for correcting the faults in the code. Amazing that you're still working on refreshing the units - thanks! Are you still considering changes to rules/balance or is the pipeline all cosmetic?
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BTW the Unit Help is confusing in saying that artillery aids allied units as if all units are supportable. But only some are. Also Commandos are not apparently Supportable per the Game Notes, whereas they used to be supportable in the original.
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@mattbarnes Everything is still open for improvement and changes. If you have some suggestions based on the latest version or want to start a game let me know.
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I’ve started a game with my father in law. I’ll let you know any feedback.
I remain confused about the purpose of the trains though, in conjunction with the many factories and the many 2 movement units. It’s as if pulicat set this up to encourage strategic rail usage and slow foot reinforcements, but then relented and allowed frontline factory production and speedy troops.
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@mattbarnes Yeah, I get a bit of the same feeling. I think for Japan in particular, rails should be more important so that capturing and holding them is essential to pushing troops into China.
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Is it possible that Pulicat designed it as being hard for Japan to win by making units costing 4+? I haven’t played it enough to know but a possible China tactic is to spam the 2 cost troops to use together with fighters to trade front line turf cheaply. Japan can’t counter that cost efficiently unless they can also get cheap troops to the front line.
However, I also theorise that Japan could overwhelm UK by throwing everything in that direction. What do you think?