From: Lumen@x.com (Lumen) Subject: Wooden Ships and Iron Men (playable demo) - comments Game is simul-plot&resolve-based. Rudimentary sounds. 640x480x256 (looks like x16 to me) is antiquated, more of late 80's vintage, but is adequate for the task. Demo has one scenario, the Yank Bon Home Richard vs the Brit Serapis. It has a scen editor, which is disabled. You can play head-to-head, or PBEM (PBEM is disabled in demo). There are 4 nationalities: Yanks, Brits, Frogs, and Spaniards. There are 3 main ship types (frigate, sloop, ship-of-the-line), each with varying grades in terms of number of guns. Crews have experience ratings. For mechanics of play, you can download the demo and try it yourself. The following my impressions. I'm no expert on the Age of Sails, so these comments are strictly on playability & appeal. Goodly number of details: 4 different types of shots (round, chain, double, grape), 3 sail settings (full, plain, battle). Manuever seems real enough (speaking as a landlubber). Problem(?): I see a wind speed indicator, but no wind direction indicator. Map graphics is good with the default isometric view. Smooth & fast scroll. Zoom levels are good, except for the 1:4 view, then it's hard to make out the direction of ships other than your own (an arrow to denote direction would be nice). Controls are straightforward enough; not too critical since it's not a real-time game. In playing this game, I was reminded of Ancient Art of War at Sea. That game was in real-time, and you control multiple ships at once, with most of the elements of combat, including boarding & melee, hull/sails damage, crew morale/number, port/starboard guns. Inevitably, comparisons arise between the two games. WSIM plays capably, with all the required elements, but it feels uninspired. May be it's the barebone sounds or the ancient graphics, but I wasn't drawn into the game. The visceral appeal of the game is about zero. I can't visualize the straining sails, the salt-water sprays, the grunting crews. It's all very tepid. On the cerebral level, the WSIM game "pulse" is too long, making large portions of the move plot irrelevant. The computer was going left and I would be going right, since I can't change the orders to follow the enemy ship. This is my largest gripe, the poor interaction that the game allows. Shortening the game pulse would make it less of a guesswork in plotting moves. (BTW, the old AAWS allows for some automation, such as Purse, Evade, etc). The melee portion is just a readout. You get a text box of how many casualties were incurred on either side. In AAWS, you get a graphical display of the two ships, and can even direct men to certain areas of the enemy ship. The number of control elements in WSIM is almost identical to AAWS, except that WSIM has different types of shots, and you have to move crews around. From my view, making the player having to attend to crew shifting is mostly a "make-work" mechanism. The only time the player should worry about such is during boarding and perhaps repair, and he decides how much of the crew should engage in such activity. It should be automatic the rest of the time. And under the AAWS scheme, you can accomodate different shot types w/o unduly burdening the player. In short, I feel that WSIM could be a much better game had it be a continuous-play sim rather than a phase-based sim. And the game's sound/graphics would be OK for an 80'ish game, but not for present-day. AAWS's graphics, even in CGA, beats out WSIM's hands down. The game may be the choice for wargamers looking for a game in the Age of Sails genre, but AH would need to shorten the phase to make it less of a guessing game. The above are my opinions. Feel free to form your own. From: bruno@minmet.lan.mcgill.ca Subject: Re: Wooden Ships and Iron Men (playable demo) - comments > Lumen@x.com (Lumen) writes: > snip > Goodly number of details: 4 different types of shots (round, chain, > double, grape), 3 sail settings (full, plain, battle). Manuever seems > real enough (speaking as a landlubber). Problem(?): I see a wind speed > indicator, but no wind direction indicator. Its in the compass. Look for the arrow pointing towards your ship. Map graphics is good with > the default isometric view. Smooth & fast scroll. Zoom levels are good, > except for the 1:4 view, then it's hard to make out the direction of > ships other than your own (an arrow to denote direction would be nice). > Controls are straightforward enough; not too critical since it's not a > real-time game. > > In playing this game, I was reminded of Ancient Art of War at Sea. That > game was in real-time, and you control multiple ships at once, with most > of the elements of combat, including boarding & melee, hull/sails damage, > crew morale/number, port/starboard guns. Inevitably, comparisons arise > between the two games. > > WSIM plays capably, with all the required elements, but it feels > uninspired. May be it's the barebone sounds or the ancient graphics, but > I wasn't drawn into the game. The visceral appeal of the game is about > zero. I can't visualize the straining sails, the salt-water sprays, the > grunting crews. It's all very tepid. > > On the cerebral level, the WSIM game "pulse" is too long, making large > portions of the move plot irrelevant. The computer was going left and I > would be going right, since I can't change the orders to follow the enemy > ship. This is my largest gripe, the poor interaction that the game > allows. Shortening the game pulse would make it less of a guesswork in > plotting moves. (BTW, the old AAWS allows for some automation, such as > Purse, Evade, etc). > Well, these ships had a pretty slow peak speed and a manpower run rudder. Therefore, maneuverability is pretty low. Basically, the two sides would try to maneuver for hours to get ONE shot. That would suck. This is a bit more of 'stylized' play. > The melee portion is just a readout. You get a text box of how many > casualties were incurred on either side. In AAWS, you get a graphical > display of the two ships, and can even direct men to certain areas of the > enemy ship. > This is a strategy game with you being the captain of the ship. I don't think most captains had control over this. > The number of control elements in WSIM is almost identical to AAWS, > except that WSIM has different types of shots, and you have to move crews > around. From my view, making the player having to attend to crew > shifting is mostly a "make-work" mechanism. The only time the player > should worry about such is during boarding and perhaps repair, and he > decides how much of the crew should engage in such activity. It should > be automatic the rest of the time. Actually, there are subtle points to this. If you put more men in the sails, you will maneuver faster. Shifting too many men from the guns will decrease your firepower. There is a big tradeoff here. And under the AAWS scheme, you can > accomodate different shot types w/o unduly burdening the player. In > short, I feel that WSIM could be a much better game had it be a > continuous-play sim rather than a phase-based sim. And the game's > sound/graphics would be OK for an 80'ish game, but not for present-day. > AAWS's graphics, even in CGA, beats out WSIM's hands down. The game may > be the choice for wargamers looking for a game in the Age of Sails genre, > but AH would need to shorten the phase to make it less of a guessing > game. > > The above are my opinions. Feel free to form your own. > >>>> Well, you certainly make good points. However, AAWS, while a great game, is a bit arcadish. This is a bit more realistic, which I am sure will be more evident in the full release. The national characteristics will be more obvious (although in the scenario, the Brits cannot fire chain shot, as they relied on hull damage). Ian PS get the game out to the stores From: kitchy@ix.netcom.com (Michael Oberly) Subject: Re: Wooden Ships and Iron Men (playable demo) - comments Lumen@x.com (Lumen) wrote: >On the cerebral level, the WSIM game "pulse" is too long, making large >portions of the move plot irrelevant. The computer was going left and I >would be going right, since I can't change the orders to follow the enemy >ship. This is my largest gripe, the poor interaction that the game >allows. Shortening the game pulse would make it less of a guesswork in >plotting moves. (BTW, the old AAWS allows for some automation, such as >Purse, Evade, etc). Yeah,actually this is the thing I disliked most about the boardgame.It's as if the opposing commanders say "ok,I'll close my eyes,you close yours,and we'll open them when the movement phase is over".I was hoping AH would incorporate a better movement system in the comp game.Oh well;would like to support AH,but may have to give this one a miss. Mike