Nemo121
Posts: 5821
Joined: 2/6/2004 Status: offline
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Mogami, Map edge exploits... Can this be governed by code changes? Perhaps... If someone calculated how long it would take to take a VERY southerly route to Australia from San Francisco and there was a code-based way to designate one hex on the American coast as being the entryway to such a route it might be possible to simply allow the Allied player to send ships to this hex and then have them disappear off-map for the requisite number of days ( to simulate their hugging the ice edge) before re-appearing in a 7 hex wide area ( central hex and 6 surrounding ones) south of Australia... Why 7 pre-designated hexes? Simply so that Japanese players couldn't post I-boats on a given hex and KNOW that they'd ambush everything arriving to Australia. Add a bit more code to tie this in to who controls which ports ( e.g. If the Japanese control New Zealand then the convoys route away from the eastern Australian bases and towards Perth and other more westerly bases. It wouldn't be an absolutely perfect solution but it would be better than what is currently present and could use much of the already existing codebase ( I presume some modification of delays transferring units from the CONUSA to India etc could be recycled for use with the convoy TFs). It would be a fair bit of programming but it could have been done while the game was in development if someone had pointed out that taking New Zealand was an obvious move for a Jap player intent on strangling New Zealand. 2. Airplanes on an airfield... I don't regard this as an exploit. If one puts 1,000 planes on a level 4 airfield one gets more than 200 to fly but does so at immense risk to one's planes ( an enemy airfield attack could catch 600 or 700 planes on the ground and wipe out a significant portion of your air force in one go). So the game, IMO, already penalises such actions. Of course we could certainly discuss whether such penalties are sufficient and I think a good argument can be made that the penalties are insufficient ( said argument being tied to the tying of AV support points to number of engines and not number of planes). 3. Well PP are an imperfect solution to a problem in any case. With that said, yes, players who move units from one region to another without paying PP are, undoubtedly, aware of what they are doing. Whether this is an "exploit" or just doing something the game designers didn't intend which COULD have happened historically is another matter entirely. 4. I wasn't even aware this gave a bonus ;). All my landings are carried out by APs and they've suffered for that. If someone explains the mechanism at work and how it differs between AP and AK I'm sure a game mechanics solution could be obtained. 5. Sure... But if we're talking about eliminating exploits then this could be eliminated also with various code-based fixes. If the designer had simply designated certain hexes as being valid for plotting 1st turn teleport moves and had taken care not to allow 1st turn teleport to areas outside of Japanese land-based coverage or within 4 hexes of strongly defended enemy bases or below a certain latitude or past a certain longtitude then we could have kept the 1st turn teleport whilst limiting it to certain hexes which the designer and testers could have decided upon based on what was realistic.... Since I always like to let gamers be gamers I would, personally, have strongly supported that option but also asked for a 2nd option to be included whereby this limit on 1st turn teleports was turned off. There's no harm in giving people choice. It broadens the market for the game. 6. Sure... That however is not to say that it would not have been possible to limit these exploits with codebase changes ( as outlined above). Sure it would have been extra work but I think it would have been worth it in terms of putting in-game parameters in-place instead of just assuming gamers would follow the mental parameters which designers and testers assumed. 7. Perhaps although I think you discount the number of patches for games which are available on computer magazine coverdiscs in Europe. Still, even if it were 100% true I still think those gamers deserve the most exploit-free game possible. 8. We were all novice players once. Does that mean we don't deserve to get a game which renders ahistorical exploits useless by means of well-thought out, comprehensive rules which through closely approximating what was possible and impossible make those ahistorical exploits inefficient ( just as they were in real life) ? I'm not saying curing the exploits would be easy. It would require figuring out how to exploit the game and then how to prevent those exploits, coding those fixes, re-testing and figuring out any new exploits caused by the fixes etc etc etc but I think it would have been a worthwhile endeavour. I think the main point on which we differ is that you feel that leaving the curbing of exploits to copious houserules is a suitable solution whereas I feel that the need for those house rules should, ideally, be obviated by curing the exploits within the codebase. Not all can be cured and so some house rules will always be necessary but most should be curable ( or at the very least amenable to significant reduction). For example, the Australian convoy idea above is far from perfect BUT it is a significant improvement on the current ability to blockade Australia and cut it off completely by taking New Zealand.
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