Initial impressions...

Feedback, suggestions and general discussion regarding Mosby's Confederacy
Jarhead0331
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Joined: Thu Nov 20, 2008 2:55 pm

Initial impressions...

Postby Jarhead0331 » Thu Nov 20, 2008 2:57 pm

http://www.wargamer.com/forums/tm.aspx?m=319313&mpage=1#319335

I got it. Have only played the first mission which is more or less a tutorial mission. My initial impressions? Its a neat little game that is definitely well priced at $19.99. Its not a big budget title and doesn't have big budget production values. However, its got nice period music, great art work and so far has been pretty fun to play.

The game basically breaks down into 2 phases. There is the strategic phase, or layer and then you have the tactical RTS layer. The strategic layer is nice, but I feel like it could be a bit deeper. That being said, you can influence local towns for support. This will help your soldiers heal, improve morale, provide munitions and horses. Your troops are also from local towns and you will have to carefully choose which soldiers you take on missions as some of the men will not want to travel too far from their home towns. Casualties will also effect support of towns. This gives the game a nice "guerilla action" feel. Each soldier is an individual with a name, and attributes like health, courage, discipline, perception, etc. etc. They can become specialists, ie. riflemen, cavalry, scout, ranger, etc. and they can gain promotions as well. You play the role of Mosby, but the only RPG element is in selecting skills each turn.

Tactical RTS play is pretty basic and will turn some people off. There are some nice features like stealth for ambushes and having the ability to control what weapons your men use, ie. rifles, pistols, melee (sabers, bayonets). So while all you pretty much do is select your units and move them around and attack, there is a somewhat subtle layer of strategy. Like I said, I'm only one mission into it, but it was fun killing yankees!

Sounds and graphics are basic, but sufficient.

I say for $19.99 its worth it...if anything, for the unique subject matter. I wish more developers would delv into these exciting but neglected historical subjects.

Very truly yours,

Jarhead0331, self-proclaimed unreconstructed Rebel!

Jarhead0331
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Postby Jarhead0331 » Thu Nov 20, 2008 3:56 pm

Is anyone here actually playing the game? I'm surprised there are no other impressions yet... :confused:

Jimhotep
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Postby Jimhotep » Thu Nov 20, 2008 7:33 pm

Can't play it until I get a better feel for whether it's likely to run under Linux or not. I'll have to wait until there's more to read in the tech support forum.

Are you a present or former jarhead? I'm a former. Semper Fi.

Jarhead0331
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Postby Jarhead0331 » Thu Nov 20, 2008 8:24 pm

"Jimhotep" wrote:Can't play it until I get a better feel for whether it's likely to run under Linux or not. I'll have to wait until there's more to read in the tech support forum.

Are you a present or former jarhead? I'm a former. Semper Fi.


Hey Jim...

Once a Marine, always a Marine. But officially, I got out in '99. Not as lean, not as mean...but still a Marine. OORAH!

S/F

Jimhotep
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Postby Jimhotep » Thu Nov 20, 2008 11:52 pm

I made the transition to worthless civilian in '89 :)

GaSplat
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Postby GaSplat » Fri Nov 21, 2008 4:35 am

I wish there were a demo. The concept sounds intriguing, and I love what they did with COTN. But I have bought enough "coasters" in my time that I like to try a demo before shelling out the moula.

Emperor Ming
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Postby Emperor Ming » Fri Nov 21, 2008 5:28 am

Without spending too much time writing up some impressions (I'd rather play :) ) I would say that I'm very pleased. I thought Hinterland was good, but Mosby's has quite a bit more obvious depth. The different paths you can take Mosby down, the growing of the individual soldiers, and even the tactical possibilities (lots of trees to hide behind!) have made this a blast so far (I'm on my third month).

One big help was the documentation. I think that leaving the documentation so sparse in Hinterland was a mistake. The docs for Mosby's are great and really show off the depth from the beginning.

Emperor Ming
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Postby Emperor Ming » Fri Nov 21, 2008 6:33 am

I'm on my fifth month now and I'm starting to see the AI be more "alert" and come after me more. Very interesting and am certainly having fun. My only suggestion at this point is that it would be great to have a "stop moving" key for the selected squad. Perhaps the space bar.

Matt Zimmitti
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Postby Matt Zimmitti » Fri Nov 21, 2008 1:21 pm

The game really opens up as the months go buy. In keeping with the history of the subject matter, the first period of the Confederacy was a bit of a romp for Mosby. Union forces just sort of passed through the area expecting a massive army (in which case they would be able to see them coming and just retreat back across the Potomac) or just nothing to stop them. It can kind of lull you into a sense of "I've got this handled, no prob" but those first few months can actually be really critical in terms of setting yourself up for more difficult times down the road.

After a while, they came to expect Mosby waiting for them behind every tree... and quite often he was.

Fronobulax
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Postby Fronobulax » Mon Dec 01, 2008 12:46 am

Impressions, I've got them.

I'm not complaining about spending $20 but neither am I telling my friends to go out and buy it. That may change.

I understand about choices that make a game playable, but the Mosby I've read about tended to have from 10 to 500 soldiers and they all came with their own mount and weapons. The design decisions about munitions, horses and numbers make sense as a game but make the game a bit too far removed from history for my taste.

The same Mosby often used guile and stealth to accomplish his goals. While that may be possible in the game I have not figured out how to do it effectively. Maybe I need to micromanage individual soldiers more than I do?

I'd like to know the algorithm for generating Autosave file names. I cannot consistently figure out which is the latest game. Alternatively adding the timestamp to the display of filenames would give me the information I am missing.

Is there a better way to let Mosby heal than a mission where he just sits at the entry point? There were times where the real Mosby recovered while a trusted subordinate led a raid. I think I recall a couple of times in '64 when there were multiple, simultaneous raids.

It would be useful to be able to have soldiers dismount or to swap horses between mounted and unmounted people.

Does everyone have a sword, pistols and a rifle? If so then it might be appropriate to hoard munitions points by not giving everyone everything. If not, then how do I know who has what?

If the option is selected, how does a soldier decide which weapon to use?

I accept the limitations on camera angle although I don't like it. If the camera is always facing North, consider how difficult it is to go around an enemy, climb up the hill to the North of them and then swoop down heading South.

With multiple soldiers and groups it is a major pain to scroll to find the one who just noticed something if the soldiers are widely separated. The ability to move the camera quickly so a particular soldier or group was in the field of view would be extremely helpful.

Finally, the ability to view the town (or soldier) data in something like a spreadsheet would be nice. That opens up all kinds optimizations and the kinds of subgames that make people like me feel there is more game than there really is.

Thanks.

Torgen
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Postby Torgen » Mon Dec 01, 2008 3:17 am

With multiple soldiers and groups it is a major pain to scroll to find the one who just noticed something if the soldiers are widely separated. The ability to move the camera quickly so a particular soldier or group was in the field of view would be extremely helpful.


I only let the scout go off by himself, and have squads as well as the scout hot-keyed to a number. When someone sees something, double-tap the number they are hot-keyed to, and the camera centers on them.

I don't recall if it works on individual soldiers by double clicking their portrait.

Fronobulax
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Postby Fronobulax » Mon Dec 01, 2008 10:08 pm

"Torgen" wrote:When someone sees something, double-tap the number they are hot-keyed to, and the camera centers on them.


Thanks. While I did RTFM, that obviously did not make an impression on me. :o

Fronobulax
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Postby Fronobulax » Tue Dec 02, 2008 3:30 am

Tacky to do a double post, I know.

First, I got just got and played the Stoughton mission. Nice touch to have a building that looks pretty much like Fairfax Courthouse and nicer touch that the General was in a building roughly NW of the Courthouse. It would be amusing to put the Dahlgren boat howitzers on the lawn but then someone would expect to use them in the game :)

That said, it would certainly be nice if the map in the tactical game gave me some indication of places I had personally scouted. It took way too long to find "the" building. I had actually given up and started executing search patterns looking for the flag that was my objective.

Jimhotep
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Postby Jimhotep » Fri Dec 05, 2008 3:51 pm

"Fronobulax" wrote:Tacky to do a double post, I know.

Why?

Fronobulax
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Postby Fronobulax » Fri Dec 05, 2008 5:41 pm

"Jimhotep" wrote:Why?


Why is it tacky? Don't really know. It is just considered bad form in some other places and doing a double post often leads to flame threads about the stupid things people will do to inflate their post count. I figured I might pre-empt some of that by acknowledging that I knew I was double posting. People could still flame me for doing it, but at least they could not flame me for being too stupid to know I did it.

Why did I double post? I thought the subject matter was significantly different for the two posts and thus might make it easier for someone else who was looking for game related information and didn't really care that I did not remember everything I read in the manual.

jureidinim
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Postby jureidinim » Tue Dec 16, 2008 2:58 am

Just got the game today and so far it is enjoyable.

It starts out a bit slow (read = easy) but does start to ramp up a bit in difficulty. Where you could easily get away with picking off Union soldiers one at a time early on, the later missions have them "calling for help" and what originally looked like an easy ambush can turn quickly into a major firefight.

Some Union soldiers do patrols which is cool, but a lot of them are fixed in their location until your team is spotted. This isn't too big a deal, but it does make it a bit easy to get the drop on some of them. It would be a bit more challenging if some of them (not all) would just randomly move from their spot a few steps and return. This would really keep the players on their toes as you can't take for granted that your men are completely safe where they are.

There are some subtleties i wish were better explained - example: cover, weapon differences/bonuses (i assume the rifle is better for ranged fighting than a pistol), horseback bonuses (is there any reason NOT to have horses if they are available - stealthier on foot maybe???)

For it's price, it is a fun game. Here's hoping it does well enough to see some future expansions.

Kuplo
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Postby Kuplo » Fri Jan 30, 2009 4:03 pm

"GaSplat" wrote:I wish there were a demo. The concept sounds intriguing, and I love what they did with COTN. But I have bought enough "coasters" in my time that I like to try a demo before shelling out the moula.


After reading the mini first impressions, it has me waiting on a demo. Sureit's only like $13.99 at gamersgate right now, but that's almost half a tank of gas for the truck too, so, a demo it will have to be to see if the shallowness and basic feel is enough to actually please me. No point in throwing good money after bad.

pcgamer2
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Postby pcgamer2 » Tue Mar 03, 2009 6:42 am

"Jimhotep" wrote:Can't play it until I get a better feel for whether it's likely to run under Linux or not. I'll have to wait until there's more to read in the tech support forum.

Are you a present or former jarhead? I'm a former. Semper Fi.


i dont think tm has the resources and time/staff to get their games ported to linux.Torque does support linux but for $20 porting to linux idk is worth it for the tm community, especially when sales don't do well unless hinterlands and mosby somehow in someway gets a word out across the whole linux community and does strong, it won't happen.


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