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Topics - cdwjava

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Game Design / Differences from A&A
« on: November 10, 2005, 02:56:18 PM »
Okay ... I'm intrigued.  But, before I engage in a potentially debillitating "discussion" (a very loud one, I predict) with my wife regarding such a hefty game expenditure, I'd like to know a little more about how this monster game differs from A&A.

I read the naval combat example and liked what I saw.  I was curious about the concept of a "light carrier" for the Japanese ... thus implying that there were multiple classes of this and, perhaps, other ships.

How does land combat work?  How do economics differ from A&A?  How many unit types are there?  What about R&D - how is that handled?  Is movement simple area to area, or is there a strategic movement concept built in as well?  Special resources?  (I'm sure I will have more questions as well ...)

Any info I can get will help.  While I may be intrigued, before I suggest to my wife that I spend over $1,000 of my ... er, OUR (sorry, hon) money, I need to be able to see that this is a game worth possibly spending the next few years worth of game funds for ... or working a heck of a lot of overtime!

 - Carl

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