"Sounds like matches will become a LOT more intense right out of the gate (and based on personal experience in DSP 3.0 I recommend that players have a gentleman's agreement not to use ballistics until AT LEAST the third round, so that everyone has a fair chance to get defenses in place (otherwise the first player has a huge and unfair advantage)."
A game this deep may require such actions and thats part of what makes things great! Its not about who can click the fastest and/or block out their base from a rush the best while they turtle and hoard (no offense to 'you know who you are' this is my own view). This game requires "REAL" strategy and an awareness of many different elements (e.g. Fuel range, Ammo, Movement, Altitude, Tread Type, Weather, the list goes on......). Gentleman's agreement or not, if I were the last player to act I would just consider it a challenge hahaa
Trust me, I received a stark lesson on this from the guy who translated all the unit and faction names in DSP 3.0 (Japanese PC) for me to be able to play PBEM matches (Play By E-Mail) with him. The very first match we played where ballistics were turned on, he went first. I took my first turn, building all of my initial units (each of us had a single Air, Army, and Naval base, which can each garrison 6 units) and being careful to include some Patriots to intercept anything he might throw my way. The problem is, fixed-position missiles like the Patriot take no less than 3 turns to deploy; 1 turn to build, at least 1 turn to get it where you want to deploy it, and then a third turn to deploy it (unlike in DS VII, you cannot move AND deploy these types of weapons in the same turn, which makes their deployment MUCH more timing-dependent and complicated). When I sent the PBEM turn back to him and got my second round turn back the next morning (he lives in Japan, and right now I am very concerned for him as I haven't heard from him since the disaster there), I saw to my chagrin that ALL THREE of my bases had been incinerated before I even had the chance to march my troops out. When I (a bit bitterly) wrote him back (sans the next turn; I only had my Capital left to build on and he'd been on top of me before I could ever get Engineers or Construction Corps to rebuild the bases), he told me it was an object lesson about "the rules of war".
Consider the lesson learned. But for a turn-based game like Daisenryaku it obviously would be a serious buzzkill for anyone not named Player 1 if you could just fire ballistics off literally before your opponents had even been able to move. I know you said you'd simply consider it a "challenge", Desert_Archer, but trust me, if gentlemen's agreement rules aren't in place where ballistics are concerned to keep this from happening, it's not challenging, only cheap. Hopefully the team at SystemSoft Alpha has since realized this since they made DSP 3.0 and have made something in the Rules to force everyone to wait a sufficient number of turns before going all nuclear. If not, it'll be up to you and the people you play with to keep things fair and remotely playable.
One way that DSP 3.0 does try to keep the use of ballistic missiles at a sane level is by simulating "fueling periods" in submarines and in missile bases to ready the next missile after one is fired, which can last for three or more rounds; this is not only more realistic but also keeps everyone able to remain focused on what has always been the staple of the gameplay, namely the strategy surrounding the proper combined use of different types of units. And if you have a friend who insists on spamming your airspace with as many nukes as he/she can fire off, the best counter is simply to have an abundance of the right planes and anti-air missile systems in place on, over, or around your facilities; little if anything will get through, and that player will be forced to have to THINK OUT their moves again with "regular" units. This game IS NOT about instant gratification and/or kill counts; that's why it won't appeal to everyone. Transversely, it is EXACTLY why it appeals to the folks who are posting on this thread, and in the end that's what really matters.
"This game IS NOT about instant gratification and/or kill counts; that's why it won't appeal to everyone. Transversely, it is EXACTLY why it appeals to the folks who are posting on this thread, and in the end that's what really matters. "
"Consider the lesson learned. "
Yea and I'm against "cheese tactics" on ALL levels in all games. Although, if they are going put in Ballistic Missiles then they should have an ON/OFF switch in the pre-game phase.... or if thats not good enough then make the missiles hard to achieve initially (raise the 'resource' cost(s)), however that would fall out of line with the "realistic-ness."
Has anyone thought what countries there going to make in the game, I was going to make my Union of Socialist Arcadian Republics, the USSR(WW2/Cold War+Present), Real China(for some reason they gimp China and give it the Type 98 instead of
the Type 99 Main-Battle Tank), Vetka and Helghast factions from Killzone, and throw in Nazi Germany & Imperial Japan from WW2.
Well, in DSP 3.0 you can also simply not include any missile bases at all in your map if you wish to eliminate that option. Also, in the PC version's rulesets you can also have Production Countdowns and First Turn Production enabled or disabled, as well as turn the ability to destroy holdings (including the Capitals) on or off to ensure that everyone has to work to some degree to pull out a win (if a submarine shoots a missile or a cruiser launches a Tomahawk, they're meant mostly for holdings rather than enemy units who may have moved from the target hex by the next turn or so when the missiles get there. If they do manage to strike units on the ground they're devastating, but the uncertainty involved reduces the incentive to try spamming cruise missiles; there are usually more pressing things to do with your units, especially if an opposing player(s) is pushing against your own lines). From what I can see (though I can't read exactly which ones are included in the Rules Customization screenshots above), Rulesets factor hugely in almost every facet of how newer versions of this series are being played, and that's a GREAT thing for those of us who love to tweak things here or there as needed to keep things fresh and/or balanced. At any rate, I'm pretty sure there will be options to help us figure it out if the game is released here.
So far the confirmed list of countries I've been able to find from the available screens are as follows:
Japan, USA, Russia, United Kingdom, Germany, Italy, France, China, Australia, and Saudi Arabia.
Israel is almost a certainty as they were also in Dai Senryaku VII: Modern Military Tactics Exceed; plus they have one of the best air forces and some of the best MBTs in the world. Other strong possibilities include India, South Africa, North and South Korea, Canada, and one or more Latin American nations (DSP 3.0 featured 48 countries and 1,400 units, and these were some of the most prominent militaries not already included in earlier versions).
Time will tell if the Weapon Editor in DSP HD allows for you to change actual unit colorations, markings, and features as it does in DSP 3.0 (PhotoShop or another image-editing software is required for that). As far as China's tanks go, you can rest fairly assured that their latest and best will be included in DSP HD, as the unit count for China alone goes up from a mere 39 in DS VII to over 100 in DSP HD (according to the Production Type Editor screen in the main post). And yes, I'm sure the Editor will allow you to import units from various default production types to make your custom ones, so in theory you can put together a force that will be VERY hard to beat. My friend who translated the units and nations to English for me in DSP 3.0 made some very clever and powerful customs, including the European Union (EU), the Organization of Islamic Countries (OIC), the South American Community of Nations (SACN), and others which combined the units of several nations into one more powerful pool.
Also, the series historically does like to include goodies like prototypes and concept designs here and there; DS VII included the FB-22 Fighter-Bomber (a ridiculously-ranged, strike-from-18 hexes-away modification of the F-22 Raptor that is actually a real concept plane), while DSP 3.0 included the CGX battle cruiser (don't EVEN get my friends started on how overpowered THAT thing is; something like 50(!) hex intercept range against aircraft!!!), the Russian Berkut and Terminator air superiority fighters, and tons more. Even if you played DS VII to death, believe me when I say you'll have to learn your favorite production types all over again. And yes, you may well end up having "gentlemen's agreements" not to use certain units that you or your group feels are just too overpowered; my DS VII group and I have already had this discussion at length as we've begun to play more of DSP 3.0, just so you're forewarned. Next-generation weapons tech is SCARY powerful, especially with regard to range, and can be potentially game-breaking where simulating weapons range compared to older units or less powerful Production Types is concerned!
In response to your YouTube video suggestion, I'm monitoring SystemSoft Alpha's website daily for any new pics, media, or info, but so far they haven't posted any videos or trailers there. As soon as they do, however, I'll do what I can to bring them over here to share with all of you.
FAVORITE DAISENRYAKU STORIES: The "Russian Undersea Coffin"
Hey everybody, I thought it might add a bit of flavor (and perhaps even humor) to periodically share recollections of great matches, close calls, and other memorable experiences here on the thread. Please feel free to add any stories of your own, even if it was simply something you learned about the use of a particular unit that worked better for you.
My first story involves a match between myself and a good friend Mike in Dai Senryaku Exceed for PlayStation 2; we started on opposite ends from each other on a naval map with four corner islands and a main center island (where my group and I usually put most of the fund-genrating resources to race to and battle over). We had two AI factions, one on the lower left and one on the upper right of the map, and Mike and I were stationed on the lower right and upper left, respectively.
The match was epic and lasted for hours, until Mike finally made a push with his powerful Russian navy and air force and at last captured the computer player to my south. He was in a position not only to make roughly twice the funds I was generating (you automatically get all of your defeated opponent's holdings in DS VII) but to use that island as a refueling point to press toward my main island.
All the while he had one of his slow-moving (yet deadly powerful against ships) diesel-powered Kilo submarines chugging its way at Deep Sea level across the map toward his newly captured island; he intended to bring it into one of the ports there and refuel it. Turn after turn passed as the battle raged and Mike's sub kept inching closer to its destination. At last the Kilo reached the eastern shore of the island and turned northward toward the port; it was literally a single hex away.
The next turn Mike selected the Kilo, intending to move it into port, only to find that not only was its fuel at zero, but that he'd left it underwater at Deep Sea level; it was stuck there! So Mike sent out a supply ship (another slow-mover) from his main island in a desperate attempt to salvage the submarine and its crew (he loves to refer to his troops as conscripts and normally has no care for their well-being, but here the effort he had made to get the Kilo into port left him more than a little flabbergasted). Turn after turn AGAIN passed as the ship crawled toward the hex where the Kilo waited. At last he got there and tried to select the sub to see if it could refuel while underwater beneath the supply ship...no such luck. Mike (animatedly) then disbanded the Kilo and sent his doomed conscripts to their watery grave.
Since then we've referred to the Kilo, with its short range before needing to be refueled, as "the Russian Undersea Coffin", and Mike and I both look back now and laugh about the incident.
So, do any of you have a story or insight you'd like to share? Come on, some of you surely have to have something good to share from your experiences with a series this deep!
Thats a great story thank you for sharing. And I do have a story. One of love, hate, death, and life. lol gather 'round.
In the days of the Sega Saturn I remember one rainy October (14th yr old birthday) I had been begging for this game since it first released >>> Fast Forward>>> I got home and tore the game open... I choose America (over Germany and Japan) >>>fast forward>>> I was far into the campaign... I can remember that I JUST unlocked the P 51-D's and one of the final versions of the MBT's for production availability when my Saturn fell victim to lightning (it does that alot here in Florida out of nowhere during the summer).... I lost all my progress.. all my long nights and early early mornings, all my "*cough cough* I'm sick can I stay home from school days, all gone.
I eventually got a new Saturn, but I remember I was very angry, I swore off this game forever because of the tragedy that took place and all the "wasted" time and effort.
However.... one day I decided to put it back in the Saturn and even since then (to this day) I haven't been able to put down the series. I live and die by the game and am, now 10 or so years later, reknown for my love of deep strategy titles.
As you can clearly see this game series above all others means a lot to me, and its important that I continue pushing on to enjoy it. I don't have much experience playing against other physical players because I spent so much time going against the A.I. (friends got turned off by the amount of concentration the game takes I guess)..... but I can not wait to test myself against you guys out on the field!