azraelck
Posts: 581
Joined: 1/16/2006 Status: offline
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quote:
ORIGINAL: KG Erwin Guys, the basics of SPWaW play are based on sound tactics and understanding the capabilities of your forces. Playing against the AI is a training exercise. While I love the long campaigns, the script only varies slightly. I worked with some of the previous OOB Teams to maximize the play potential vs the Japanese. They are tough SOBs, and we worked on their AI force selections to maximize their capabilities. With the enhanced version, this was expanded to give every nation a reasonable choice of AI selections. The basic idea, IMHO, was to give historical players (vahauser's category 1s), a base point for constructing reasonably accurate historical forces. I think the guys did a pretty good job of this. So, a solo player can have a good time with the game and be assured that the OOB teams did a hell of a lot of research. The "historical, or standardized" national ratings are abstracted, yes, but the numbers are based on historical results and expected outcomes, NOT on whether one nation's troops were necessarily better than another's. This point is misunderstood. Thus, all things being equal, the Allies will perform better than the Axis, pure and simple, in order to achieve an expected historical result. I can't explain it any simpler than that. For PBEM, it's a completely different story. The game settings allow for equal experience/morale levels , so you guys have absolutely nothing to complain about. The "fair and balanced" playing field is right there for you. This post has a good argument, Gunny, if it was on something that was being argued. I'm not arguing the balance of PBEM (which I don't engage in at any rate, as you well know). I am also not even concerned about the Enhanced mod. This applies to any scenario or campaign designed. Regardless if it's Enh, vanilla, HtH, or whathaveyou. It is also not about troop quality, or the historical accuracy of the historical settings. It's simply about insufficient time to conduct operations using decent tactics in relation to the engine's limitations. quote:
ORIGINAL: KG Erwin As for azraelck's orginal post, the time limits on the scenarios were set by the designers. If you wanna criticize Bill Wilder for one of his designs, go right ahead. The man is a gentleman, and constructive criticism is good. Most timed scenarios are not meant to be easy. As a matter of fact, in a few scenarios, you aren't MEANT to win. Your best hope is to minimize the level of your defeat. No where in any of my posts have I insulted one of the designers. Reread my posts, if you would, and see what I said. The scenarios themselves are (at least all the ones I've played) of very high quality, well detailed and with well thought out positions. I noted that. It's the utter lack of time to complete the objectives as was the original post. Realistically, very few missions, none of which are portrayed in SPWaW well (or at all) would require such limited time frames. 10 turns is anywhere from 20mins to 50mins in length, from what I can ascertain. If it was a rescue mission, into a POW camp, or a strike and withdrawl, I can see it. Both instances have the commander extracating his troops as soon as the main objectives are completed. A straight out assault on a town, held by an unknown enemy force, and with only a limited number of troops to make the assault, would be carefully planned, with contengincies, and they would be expected to both take and hold that town. The battle over Zenica could have been drawn out, involving an almost immediate Yugoslavian counter attack after say 15 turns. This would give you just enough time to secure the town if your good, and maybe set up a defensive perimeter and begin preparing to defend against the counter attack. I would have been hard pressed to not only take the town, but defend it almost immediately in my campaign. IIRC, the turn length was only 15 turns. Moving my infantry full speed as much as possible, only waiting to make sure they wouldn't get utterly destroyed when they charged the VH's and to let my mortars supress enemy positions. 20 turns would have netted me the whole town. It took 7 to reach the town, with my troops as far forward as I couple place them in deployment. There is no reason that insufficient time has to be used to create difficult scenarios for the players. Many scenarios are quite hard as it is. And in a couple campaigns, I can point out scenarios where a longer time limit would have made for an even greater challenge. This is regardless of design intent.
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"Wait... Holden was a cat. Suddenly it makes sense."
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