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Victory Conditions discussion - 1/9/2007 12:20:12 AM   
SurrenderMonkey

 

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I would like to hear the community's feedback on this issue:

In the interests of making the game more 'playable', certain design decisions have been made (discussed elsewhere). The net effect of these decisions is to make the CSA more 'fun' by giving it a better chance of winning.

In my opinion, this is a mistake. Wouldn't it be better to alter the VICTORY CONDITIONS (as opposed to the historical setup)? That way, if the CSA player does significantly better than history, he wins (even if he loses the war). But if he loses significantly sooner than history, then he 'loses' in game terms.

This puts more pressure on the materially superior Union to force the issue, and IMHO makes it more fun to play the CSA by trying to fight uphill in the hopes of victory. Historically, the longer the CSA held out the more likely it became that they would survive (to a point). This puts the onus on the North to quell the rebellion, and makes for a better game. All that needs be changed are the Victory Conditions.

What do you think?

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RE: Victory Conditions discussion - 1/9/2007 12:40:53 AM   
Roger Neilson II


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I argued a similar situation in another post so I'm in favour.

Roger

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RE: Victory Conditions discussion - 1/9/2007 12:45:34 AM   
Erik Rutins

 

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The point I keep trying to get across is that you already have this capability. Use the provided in-game settings to adjust the strength of the South down and/or the North up until you are happy with the results. I realize folks want this to be the default and that there are some other historical improvements we are working on, but you can already do what you're asking for without changing the victory conditions and the game was designed to do it. It's not a "cheat" or a "fix", it's a designed use of the various settings - that's why we provided so many of them!

Regards,

- Erik

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RE: Victory Conditions discussion - 1/9/2007 12:47:08 AM   
rook749


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I would much prefer a more historical scenario to choose from, I'm also looking at making a mod on my own but I'm waiting on the next patch first. But I think the game already has some pretty good methods to allow the CSA to win either the war or the "game" while losing the war.

Doesn't the +15 VP for the November turn in 1864 simulate a chance that Lincoln loses the November Election and the war? If the South is at 9 VPs then this +15 VP for the turn gives them the game. Now, thinking about may + 15 is not the right number buts it pretty close.

Every turn from January 1st 1865 the South Gets 1 VP per turn, so that 24 VPs for the entire year. Allowing them to lose the war but win the game on points.

Or am I just way of base here?

Rook

Edited for Spelling

< Message edited by rook749 -- 1/9/2007 1:01:28 AM >

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RE: Victory Conditions discussion - 1/9/2007 12:59:56 AM   
Joram

 

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Absolutely SM!  I believe in that approach.

Erik, I don't think you entirely understood what he was asking.  We have the ability to change the setup to be historical, but SM is referring to changing the definitions of victory.   If you allowed us to mod that, then I think that would go a long way to satisfying this argument.  Unfortunately, I think the present VP way of defining victory might preclude us from ever modifying it in a satisfactory way.  I hope I'm wrong to be honest.

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RE: Victory Conditions discussion - 1/9/2007 1:09:22 AM   
jchastain


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While I appreciate what you are saying and would normally agree, this conflict was just so overwhelming out of balance when viewed with the benefit of hindsight for it to be much of a game with entirely accurate numbers unless the rules were just massively overhauled to:

(1) prevent the US from doing anything obvious or logical (in which case we'd just be hearing a different series of complaints about how stupid the game is for not allowing people to have realistic levels of control)

or

(2) devolve into "CSA wins by surviving a full year", in which case we'd be hearing complaints about how ahistoric the game is because it lasted far longer than that in real life.

It really is a no-win for the developers and I have to say that I think the current setup, while obviously not perfect, does a pretty reasonable job of striking a playable balance that captures the feel of the era.  In any case, the point is likely moot anyway as I can't see them doing the scale of rewrite that would be necessary to implement this approach.

That said, I do not believe anyone would turn away from a magic bullet if one could be found.  It is easy enough to quadruple the economy of the North in the data files and then supplement the OOB a bit to further round out the army and navy.  If anyone know precisely what needs to be added, I'd even be willing to do the file edits.  Then if those interested could generate actual suggestions for easily implementable alternate balance mechanisms, I'm betting there would be an audience willing to consider those recommendations.

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RE: Victory Conditions discussion - 1/9/2007 1:50:38 AM   
Ironclad

 

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I am in favour of a more historical balance (or certainly one less skewed than at present) but along with Union extra resources, more troops, dominant navy etc it should also encompass some of the elements that restrained the full use of that superiority. That suggests the need for for an additional initiative penalty that could be reduced on a sliding scale over say 12-18 months. This could be applied only when operating in enemy territory (as defined by at start Union and Confederate boundaries and therefore would still restrain unit movement even in conquered territory). It wouldn't apply to naval movement or military units on board. Another legitimate restraint would be the need to garrison conquered territory to a certain level in order to avoid unrest and ultimate loss of control. Not sure how this would go down but one could also impose a time period (first six months?) when the actual historical leaders had to be retained before changes could occur barring battle losses.

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RE: Victory Conditions discussion - 1/9/2007 1:55:38 AM   
jchastain


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OK, just for fun I wrote up a fictional AAR from a game with historically accurate numbers just to show how I think it might turn out...


Turn 1: USA

OK, first I’ll take diplomacy to max for every power. There’s no reason not to and that way I can just ignore it for the rest of the game.

If any governor asks for anything, I’ll just go ahead and build it. Again, no reason not to.

Now to the real stuff. I’ll go ahead and get 6 artillery in the queue to beef up the army. After this first build I usually make them half regular and half siege, but this first turn we’ll make it 5 and 1 just to help beat down the enemy army before it gets too strong.

Next, let’s build a dozen cavalry in the cities that do not have foundries. Oooops. Not enough horses. Looks like I’ll have to do 6 this turn and 6 next. Finally, I’ll throw in a handful of high quality infantry. Actually, they’ll be medium quality. High quality will come after I get the training grounds all up and running.

Which reminds me, let’s go ahead and put a new mansion in every city to ensure we don’t run out of space anywhere and then I’ll get training grounds going in all the big cities.

No need to build the navy up any more since the enemy already has nothing to oppose us. We do need to setup blockades against all his cities though. There we go.

And finally, let’s build 3 of each type of research building just to ensure we keep our advantage with the sciences. OK, done.

Sheeesh. After all that building, I don’t have enough cash left to set all my armies to high levels of supply and obviously I don’t want to attack with anything less than that. I guess I’ll have to wait until next turn for that.

End of turn.

Turn 1: CSA

Hmmmmm….. I can’t pay for the support of my current troops. Looks like I need to reduce everyone’s supply to nothing and have them forage. OK, there we go.

Hmmmmm…. I can’t afford to build anything. I guess I shouldn’t move anyone, they’d just suffer movement attrition and lose troops I couldn’t replace.

I do still have 10 money left to spend. No point wasting it on diplomacy as I can’t compete there. Maybe I’ll just save it and build up to buying something big one day, like actually giving a governor something he asks for.

End of Turn.

Wait.

CSA Player: Playing the south isn’t much fun. Can we turn off movement attrition so I can at least move some units around.

USA Player: Sure.

CSA Player: OK, hold on… I’m going to redo my turn. Hmmmmm. Well, I still couldn’t afford to replace the supplies moving would cost me. OK, never mind.

USA Player: I already restarted. So what should I change?

CSA Player: Well, we might as well turn off diplomacy if you are just going to invest the max. There’s really no point in using it if you’re just going to do that.

USA Player: OK, it’s off.

CSA Player: And turn off governors. It really isn’t fair that you can give things to yours but I can’t.

USA Player: OK, that’s off too.

CSA Player: And research. Let’s not do research.

USA Player: Maybe you should just tell me what you want us to use instead.

CSA Player: Actually, let’s not use any advanced rules. They are all just a waste anyway. I’ll just sit in my forts and you can besiege me and we’ll see how long that takes.

USA Player: Uh. That doesn’t sound like much fun.

CSA Player: You’re right. What a stupid game. I can’t believe they put all these features in and they are all worthless because no one can use any of them…


The point of this little story is that when you start radically changing the numbers, you start creating all sorts of deep consequences and the foundations of the game itself begin to break down. Changing the VP calculations won't change the fact that only one side can afford diplomacy with vastly disparate economies. And the next sweeping conclusion is that diplomacy shouldn't be tied to money. And next comes the revelation that governors should not be tied to the economy either. And what about research? At that point, the economy serves no purpose and you begin wondering why it is in the game at all?

As I said before, I think this game does a solid job of creating a Civil war based strategy game. I think it is closely aligned to history but not a slave of it. And I suspect that too stringent an attempt to shoe horn more reality in, runs a better shot of breaking all of the things that are good about the game rather than correcting the perceived weaknesses. Again though, that is all just my own opinions. If others have specific suggestions for how to make things better, I'm all for giving them a try.

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RE: Victory Conditions discussion - 1/9/2007 2:06:30 AM   
chris0827

 

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Spending money on diplomacy is a weak point in the game. Neither side gave money to the european powers.

Instead of a fictional AAR why not use historically accurate numbers and try a real one?

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RE: Victory Conditions discussion - 1/9/2007 3:26:05 AM   
SurrenderMonkey

 

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JChastain = respectfully, your AAR is a bit disingenuous.  No one had that kind of power on the Union side.

Look, I love this game.  It's great.  It's the best ACW game I've seen.  That being said, I am just trying to make a point about the design decisions which drive development.  IMO, it's better to alter victory conditions rather than artificially alter mechanics.  Wargamers are generally interested in history AND alternate history, so long as its plausible.  The fact that a design decision was made to ignore history for the sake of playability diminishes my interest in any game.

Instead, I suggest that it's better to aim for historical starting points, and then alter the Victory Conditions to reflect playability concerns.  Just my two cents.  Proceeding from this assumption, FoF could have had a simple model to reflect the limited influence of the President - even something as simple as a limited supply of "Ops" points each turn which controls how many decisions you get to make. And then the scenario depiced in your AAR evaporates.

Anyway, I love the game.  Paid for it as well as a dozen other Matrix products.  Long-time, loyal customer.  Just talking game philosophy.

< Message edited by SurrenderMonkey -- 1/9/2007 3:37:01 AM >

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Post #: 10
RE: Victory Conditions discussion - 1/9/2007 3:29:04 AM   
SurrenderMonkey

 

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JChastain,

After I posted my response to your second post above, I read your first post.  It sounds like we're in same ideological ballpark.

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RE: Victory Conditions discussion - 1/9/2007 3:40:26 AM   
christof139


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I have finally got the Confeds going and have most aspects of the game learned and under control, excpet my mistakes with the mouse due to the layering.

The settings I am using show fairly good historical feel and flavor. Believe some tweaking is necessary though.

I don't use diplomacy or disease, and from what I see diplomacy is a waste of money which isn'r historical, and disease creates too many casualties. i don't use the movement straggler option either, as both this and disease seem to be too powerful. Cut back the casualties from disease to 10-25% of what they are now and I might consider using it, same for straggling from movement, but in game reality I think this all is not necessary and just clutter, but at very reduced rates I would use them sometimes. Just personal choice.

I even don't know what the victory conditons are yet, and I guess I should read this in the manual, unless someone tells me.

Chris



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RE: Victory Conditions discussion - 1/9/2007 4:30:05 AM   
regularbird

 

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I have recently edited William Amos's July 61 scenario. I am testing it out both against the AI and a PBEM opponent. What I have done is remove much of the Souths starting economy. I removed all thier mints, changed all the plantations to mansions, removed most of their arsenals, took away some research building and reduced the base province setting for iron, money, labor and horses. I think I might have it just about right. My goal was to create a base scenario that would closely resemble the starting economy of the south in comparision to the north. Against the AI I still give the north a +3 but play it staight up in PBEM.

With my edits the CSA gets about 60 money, 30 labor, 9 iron 24 horses, resaerch of about 1-4 in each cat and 5 wpns per turn. I left the USA as Amos had it in his mod.

If you are interested I will send you the files in a zip. just email me at rwrobinson@charter.net

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RE: Victory Conditions discussion - 1/9/2007 5:09:16 AM   
General Quarters

 

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There are lots of interesting ideas that have been presented here and are worth considering, but I have to sympatheize with Erik's point. The designers went to an awful lot of trouble to give us all these options. And a lot is easily moddable on top of it. You can pretty much create whatever balance you want.

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RE: Victory Conditions discussion - 1/9/2007 5:54:09 AM   
Berkut

 

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quote:

ORIGINAL: Erik Rutins

The point I keep trying to get across is that you already have this capability. Use the provided in-game settings to adjust the strength of the South down and/or the North up until you are happy with the results. I realize folks want this to be the default and that there are some other historical improvements we are working on, but you can already do what you're asking for without changing the victory conditions and the game was designed to do it. It's not a "cheat" or a "fix", it's a designed use of the various settings - that's why we provided so many of them!

Regards,

- Erik


Erik, there are two problems with this approach:

1. Some of the tweaks are not amenable to settings. How do I keep the southern command/logistics staffs from becoming uber? How do I make sure things I tweak do not inadvertently effect other things in an unintended manner? Etc., etc.

2. For PBEM, this becomes problematic. Now, in order to play a balanced game, I have to negotiate the "proper" settings with a potential opponent. And that enters a rather subjective, and potentially frustrating realm of "did we tweak it enough? Too much?". Not to mention the fact that there is then no consistency - who really cares how a game between two players came out - hard to say who was the better player, since there is no standard and accepted "balanced" play setting. You end up with everyone playing different games, which makes the community discussion, razzing, and AARs much less interesting.

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RE: Victory Conditions discussion - 1/9/2007 6:02:29 AM   
Erik Rutins

 

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Berkut,

quote:

ORIGINAL: Berkut
1. Some of the tweaks are not amenable to settings. How do I keep the southern command/logistics staffs from becoming uber? How do I make sure things I tweak do not inadvertently effect other things in an unintended manner? Etc., etc.


Well, to the first, just turn the "Staff Ratings" checkbox off. We anticipated that some would not want that, so if you turn that off, the staffs of both sides are always set to "Fair" and that's no longer part of the equation. With that said, I don't think it played as huge a role in the results you posted as you think. I still think something else must have been involved there. I don't suppose you have some saves I could look at for the exact make-up of each side's armies before the battle?

On the latter, it's educated trial and error. Read up on each setting in the appendix and decide on which make the most sense for your personal play style.

quote:

2. For PBEM, this becomes problematic. Now, in order to play a balanced game, I have to negotiate the "proper" settings with a potential opponent. And that enters a rather subjective, and potentially frustrating realm of "did we tweak it enough? Too much?". Not to mention the fact that there is then no consistency - who really cares how a game between two players came out - hard to say who was the better player, since there is no standard and accepted "balanced" play setting. You end up with everyone playing different games, which makes the community discussion, razzing, and AARs much less interesting.


Well, it's because of that that we're pretty much in agreement that we at least need to indicate some sort of "more realistic" set of presets so that there will be agreement. The assumption going into release was that the variety of options would allow everyone to have the kind of game they wanted, but I think a few more presets will be helpful at this point as it seems folks really prefer to have that versus it being "free form". My historical tests were a step in that direction, but we'd like to add another button to the menu, so that you can have "basic", "intermediate", "advanced" and "realistic", or something akin to that. That's still on the internal wish list, but I think it will get done.

Regards,

- Erik


< Message edited by Erik Rutins -- 1/9/2007 6:13:21 AM >


_____________________________

Erik Rutins
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RE: Victory Conditions discussion - 1/9/2007 12:21:20 PM   
christof139


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Hi RB, Those are very hard setting mods yo have made. I am satisfied with the economy as it is so far and it is still difficult to get the Confeds going if one is just learning the economy as I am, so I'll have to pass on your offer for now.

The South was not barren of industry and financial resources nor armaments when the war started, but I don't know what the North has in the game as I haven't played the North yet, so I can't make any comparisons as you can.

Right now, I need to increase my production in order to keep supply and maintenance up as improved weapons are becoming more and more available and more troops are now being bought by the South with additional troop attributes. Fiddling with the economy in the game is OK, and I like to do this, but sometimes forget something or other so I am getting a decent game so far and having some fun with it.

I am going to concentrate on the Navy a bit I think and see what happens. I'll do this by going on the defensive as the South, with only minor offensives, spoilers taking place.

Take care, Chris





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Post #: 17
RE: Victory Conditions discussion - 1/9/2007 2:21:49 PM   
2gaulle

 

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quote:

ORIGINAL: Erik Rutins

The point I keep trying to get across is that you already have this capability. Use the provided in-game settings to adjust the strength of the South down and/or the North up until you are happy with the results. I realize folks want this to be the default and that there are some other historical improvements we are working on, but you can already do what you're asking for without changing the victory conditions and the game was designed to do it. It's not a "cheat" or a "fix", it's a designed use of the various settings - that's why we provided so many of them!

Regards,

- Erik


I really could not understand this answer. Or the game is equilibrate with regular setting or it's not. For historical wargame, victory condition is 50% of the design. What you propose is only to give more challenge for the south but it's far for creating victory condition equilibrate but in respect with history.

Now I'm fine with current design because I found the strategic situation very interesting. This time I could live with a none historical wargame as in one month there will one.

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RE: Victory Conditions discussion - 1/9/2007 4:14:46 PM   
Berkut

 

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Sorry Erik, but I do not, at all, consider turning off a feature to be a way of resolving a bug, or problem.

I do not know if the staff ratings had much influence on the outcome of the fight - in any case, they were messed up whether they ahd a great influence or not. And it feels like another example of Southern fantasyland wishful thinking. My personal play style is to play with all the bells and whistles, but that those bells and whistles work properly, and fairly.

If I were to play a PBEM game right now, I would turn the staff ratings off, since apparently they are broken. IN a simialr manner, for the lasty game we turned the disease feature off, since that is broken as well, having a grossly a-historical effect on operational capability.

But at this point, I am simply not playing. The outrageously lop-sided battle results, the messed up disease model, the pro-Southern game bias, the training mess, lack of information about the QC battle system, silly supply model that doesn't allow the North to engage in seaborne invasions with reasonable risk and ability to then exploit that invasion, out of whack naval costs. Just too much there that results in a lot of time invested into a PBEM game to turn around and have the game decided on a single turns bizaree result.

Many of these issues I am hoping will be resolved in the upcoming patch, and then we will give it another whirl.

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RE: Victory Conditions discussion - 1/9/2007 4:33:14 PM   
Erik Rutins

 

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Berkut,

quote:

ORIGINAL: Berkut
Sorry Erik, but I do not, at all, consider turning off a feature to be a way of resolving a bug, or problem.


Um... this is an "optional" advanced bell/whistle. It's not necessary to the design, it's provided for those who want it. To be frank, there's no bug here, the system is functioning as designed. The South, by design, is intended to have better staff/junior officers. The North is allowed to train up to them or build more academies to raise starting container staff levels _if this rule is on_. If you disagree that the South had better staff/junior officers, then turn the rule off and in that one area, the North and South will be equivalent. It's a design choice that's put in the player's hands as with the other optional rules.

quote:

I do not know if the staff ratings had much influence on the outcome of the fight - in any case, they were messed up whether they ahd a great influence or not. And it feels like another example of Southern fantasyland wishful thinking. My personal play style is to play with all the bells and whistles, but that those bells and whistles work properly, and fairly.


Here's where I don't understand your viewpoint, honestly. The options screen is your way of configuring the design of the game. It's not intended or necessary for everything to be turned on, in fact I'd say some options are mutually exclusive. You asked how to address your concerns that staff balance was off - my answer is to uncheck that box. The Basic and Intermediate games don't use it and work just fine. The Advanced game doesn't have to have it on, just because it's there. Seriously, why is it so bothersome to use that checkbox the way it was intended to be used?

quote:

If I were to play a PBEM game right now, I would turn the staff ratings off, since apparently they are broken. IN a simialr manner, for the lasty game we turned the disease feature off, since that is broken as well, having a grossly a-historical effect on operational capability.


Disease is actually just about historical, though we did rebalance it in response to player requests. To my personal taste, I like it to be more severe because it was. I would never play with it off as that would not, IMHO, be anywhere remotely close to historical. To each his own.

Staff ratings are not "broken" either - you use that term, but what it really means is that you disagree with how they were designed. They're working exactly as intended and the option provided to balance both sides to equal staff ratings was specifically provided for those that don't agree the South should have an advantage here.

quote:

But at this point, I am simply not playing. The outrageously lop-sided battle results, the messed up disease model, the pro-Southern game bias, the training mess, lack of information about the QC battle system, silly supply model that doesn't allow the North to engage in seaborne invasions with reasonable risk and ability to then exploit that invasion, out of whack naval costs. Just too much there that results in a lot of time invested into a PBEM game to turn around and have the game decided on a single turns bizaree result.


"Pro-Southern game bias"? I assume you mean because of the default settings, which were stated up front as balanced to give the South more of a chance than it had historically. This despite the fact that the provided options allow you to shift the game all the way to a "Pro-Northern game bias".

I've seen a few lop-sided battle results, the most significant was the one that prompted you to get upset in the first place. We've already made changes to tone those down for the next update.

In any case, I think given your concerns, waiting for the next update sounds like a good idea, but I really don't understand your unwillingness to uncheck that "staff ratings" box.

Regards,

- Erik

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Berkut)
Post #: 20
RE: Victory Conditions discussion - 1/9/2007 4:50:57 PM   
Berkut

 

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I am not unwilling, it is just another thing that I consider broken.

You can tell me that it is working as intended, that in fact historically the South had an outstanding command staff and logistical staff, and this is as intended. That is fine. But, as someone who has a decent, if amateur, level of knowledge about the Civil War and the relative capabilities of the sides, in my view that is broken. I do appreciate finally getting a definitive answer though - at least now I know this isn't a bug, just poor (IMO) design.

I will admit to a bit of surprise that the intent of the feature is not to provide a higher level of granularity in unit capability, but simply to buff up the South a bit. I erronesouly thought this was another way of differentiating units, and another way for the player to manage his forces, rather than a way to make the South stronger. If that is the case, I would suggest making that clear, since it does not say that anywhere in the manual, and the tooltip for the option does not indicate that using it will result in uber unhistorical Southern staff ratings.

Similar to disease - read any decent Civil War history. The number of times you see a particular army in normal conditions made combat inoperational because in one slice of operational time some 25% of it is wiped out by disease is zero, as far as I know. Much less having the operational readiness of the force completely destroyed (represented by disposition going straight into the toilet when disease breaks out). Again, that might be a design decision, and working as intended, but it doesn't represent anything that actually happened. The disease model appears to me to be driven by a simplistic modelling of the oft-cited disease casualty rates, without much thought about how disease actually impacted Civil War era combat formations. But this is old ground.

Playing with it off is not as historical as playing with it on if it were realistically implemented, but playing with it off IS more historical than having ONE army of two facing each other suddenly made combat ineffective by disease. However, this is actually a fine example of how simply flipping options around is a poor solution. Turning off disease is fine, but we quickly realized that this now made camps too powerful, since the game was likely designed to ahve some level of replacements needed to try to keep up with disease losses. Turn off disease, suddenly armies are TOO strong. Of course, the answer to this is to tone down camps, but maybe THAT will have some other unintended consequence. Ad naseum.

Tweaking the optional settings can certainly be done, but I think significant deviations from the abse involve lots of unforseen issues. And when a PBEM games takes an investment of amny hours, only to find that halfway through the game it has to be abandoned, or is out of kilter because you didn't forsee everything, it makes for a poor gaming experience.

Better to have the default settings properly balanced to begin with. And I don't think that expectation is unreasonable.

(in reply to Erik Rutins)
Post #: 21
RE: Victory Conditions discussion - 1/9/2007 7:15:48 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
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Berkut,

Thanks for the thoughtful reply, it did help me understand much better where you're coming from.

quote:

ORIGINAL: Berkut
You can tell me that it is working as intended, that in fact historically the South had an outstanding command staff and logistical staff, and this is as intended. That is fine. But, as someone who has a decent, if amateur, level of knowledge about the Civil War and the relative capabilities of the sides, in my view that is broken. I do appreciate finally getting a definitive answer though - at least now I know this isn't a bug, just poor (IMO) design.


Consider what the staff actually affects in-game:

Logistical Staff affects the use of supplies. With really bad logistical staff, you use more supplies. With a really good logistical staff, you use less. The generals themselves don't have a logistical/admin type of value, so this is modeled here. If you want "Commissary Banks", this will reflect that. It's also fair to say that Southern armies tended to get by with less than Northern armies.

Command Staff reflects pretty much all the staff officers supporting the commander, or in the case where there's no commander, it reflects the "unnamed" general in command. This is the one that probably affected your battle, as it has a definite impact on quick combat ratings. Its effect in detailed combat is more subtle but still significant. As the Union, there are a few things under your control here.

First, containers are not that expensive. If you are unlucky enough to get a Terrible/Terrible or something close ot that, don't use it, discard it. Build another one. I have gotten many Fair/Normal containers with that policy. In addition, get those containers attached to higher level containers for training. Finally, McClellan spent a lot of time training the Army early on. It's not a bad idea, so as the Union don't plan on winning major engagements with the South's "A Team" in the first year at least, unless you can get them into a situation where you are on the defensive and can accrue some of those bonuses to overcome your shortcomings.

In all honesty, how else would you expect something like Antietam to really be possible? Most players, given that result in a game of this level, would cry foul. The Union had twice as many troops, knew the Confederate plan, etc.

quote:

I will admit to a bit of surprise that the intent of the feature is not to provide a higher level of granularity in unit capability, but simply to buff up the South a bit. I erronesouly thought this was another way of differentiating units, and another way for the player to manage his forces, rather than a way to make the South stronger. If that is the case, I would suggest making that clear, since it does not say that anywhere in the manual, and the tooltip for the option does not indicate that using it will result in uber unhistorical Southern staff ratings.


Early on, it effectively buffs up the South. As the Union containers train up, it's more about that granularity. As far as providing more info on it, that's a good suggestion. I'm sorry if you were blindsided by the current implementation.

I also don't think it's a bad idea in general to perhaps tweak both sides a bit more towards the middle, so that "Terrible" is less common for the Union and "Superb" less common for the South, but I wanted to get the point across that it's working as intended and that after playing many games with this turned on, it's not impossible at all to win as the Union and it's not impossible to lose as the South. I think right now you are drawing from too small a sample to really throw the baby out with the bath water.

quote:

Similar to disease - read any decent Civil War history. The number of times you see a particular army in normal conditions made combat inoperational because in one slice of operational time some 25% of it is wiped out by disease is zero, as far as I know. Much less having the operational readiness of the force completely destroyed (represented by disposition going straight into the toilet when disease breaks out). Again, that might be a design decision, and working as intended, but it doesn't represent anything that actually happened. The disease model appears to me to be driven by a simplistic modelling of the oft-cited disease casualty rates, without much thought about how disease actually impacted Civil War era combat formations. But this is old ground.


This rarely ever happens to me, even with the old disease rules. First of all, disease rarely hits the same place twice in a row and it generally only knocks off one disposition level at a time. If I'm going to send my army out to do combat, I generally pump up its supply to improve its disposition before marching out. I also generally make it a priority to make sure that each of my "garrison" provinces have a hospital and that Annapolis, where I generally park one of my biggest armies, has at least two. By working with the rules, I've been able to manage disease quite well, to the point that I was concerned it wasn't severe enough. One concern I have is with players jumping to conclusions too early, before they've really had a chance to learn all the rules or adjust their play to overcome the various hurdles. I agree that if you don't plan for the old disease rules, they will smack you when you least expect or need it, but they are still quite manageable.

quote:

Tweaking the optional settings can certainly be done, but I think significant deviations from the abse involve lots of unforseen issues. And when a PBEM games takes an investment of amny hours, only to find that halfway through the game it has to be abandoned, or is out of kilter because you didn't forsee everything, it makes for a poor gaming experience.


I agree. One question I have though is how many vs. AI games did you play before starting your PBEM game? In any game with this many options, it's always good to have a few practice campaigns under your belt before deciding what options you do and don't like.

Regards,

- Erik

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(in reply to Berkut)
Post #: 22
RE: Victory Conditions discussion - 1/9/2007 8:12:04 PM   
Berkut

 

Posts: 757
Joined: 5/16/2002
Status: offline
Thanks for the reply Erik, I appreciate your time.

quote:

ORIGINAL: Erik Rutins

Consider what the staff actually affects in-game:

Logistical Staff affects the use of supplies. With really bad logistical staff, you use more supplies. With a really good logistical staff, you use less.


NRBH, but is it that you use more, or is it that you get less? Or both?
quote:


The generals themselves don't have a logistical/admin type of value, so this is modeled here. If you want "Commissary Banks", this will reflect that. It's also fair to say that Southern armies tended to get by with less than Northern armies.


The problem with this model is that it is not specific to a particular unit, it is systemic. ALL Northern containers have an intrinsically inferior logistical staff. That is simply inaccurate, and untrue. If anything the Northern staffs were slightly superior to the Southern, better organized, and more capable. The Southern armies "got by" with less because their logistical network sucked.

I am not exactly sure how the historical reality of the South having less supplies than the North results in them having incredibly good logistical staff ratings, and the North poor ones! One would presume that in fact the *opposite* would occur!

quote:


In addition, get those containers attached to higher level containers for training. Finally, McClellan spent a lot of time training the Army early on. It's not a bad idea, so as the Union don't plan on winning major engagements with the South's "A Team" in the first year at least, unless you can get them into a situation where you are on the defensive and can accrue some of those bonuses to overcome your shortcomings.


I appreciate the detailed response, but this is pretty clearly another example of an attempt to design for effect failing.

The armies in question fought in 1863, not 1861. Both had all brigades in divisions, all divisions in Corps, all Corps in Armies, for a rather long time. Presumably training.

It is not that the Southern containers start out a little better (something I could at least understand, if not agree with) early in the war, and then the Union is forced to catch up. It is that after almost two years of sitting around training, the Union has a mediocre command staff, and the South a superb command staff. This means that it is effectively out of the Unions players hands - I intentionally tried to keep the Union Army out of direct combat to let it train, and the result was that I did train, but the Southern Army became the German General Staff at the outbreak of Barabarossa. I probably would have been better off throwing them into the fray in 1861.

And I was on the defensive, btw. So, I trained, I was on the defensive, and the result was that the Union Aramy was crushed. Not just beaten, but absolutely crushed.
quote:


In all honesty, how else would you expect something like Antietam to really be possible? Most players, given that result in a game of this level, would cry foul. The Union had twice as many troops, knew the Confederate plan, etc.


I will counter with this: In all honesty, how was Gettysburg possible, with the South having vastly superior generals, vastly superior logistical expertise, and vastly superior mid-lower level leadership?

Answer: They didn't actually have all those things, at least not as late as 1863. In reality they had some excellent generals, some very good staffs, but some very bad ones, and overall poor logistical expertise.

And like I said in the thread, my beef isn't that the Union lost - I actually expected that due to the unit quality disparity. But I am ok with losing battles in Virginia, and long as I can bleed the South in the process. 4:1 though? That just amkes me think the combat model is not well done. Hell, even my opponenet was pissed off.

quote:



Early on, it effectively buffs up the South. As the Union containers train up, it's more about that granularity. As far as providing more info on it, that's a good suggestion. I'm sorry if you were blindsided by the current implementation.


Again, this is *after* the training up period, not before. I imagine the problem is that the South starts out better, AND trains faster, meaning that as time goes on, they actually get a LOT better.

There should be some kind of bell curve for staff rating increases. I would actually claim that on a scale of 1-10, command staff should not be able to get much over 6 or so *without* being in combat. If the Southern containers start off around 4-6, and the North around 2-4, then both train at roughly the same speed, but capped for out of combat training at "fair" or so (you could maybe get better if it randomly started that way, to represent the rare exceptional staff at creation).

Further, even with combat, it should be progressivley hard to get the ratings up into the 8-10 range. And combat in some cases should decrease it, to represent lost experts, although again, it should almost never decrease the rating below average, since replacing average officers is not hard.

This would force a decision on the Northern player. If I fight early, I will probably lose. but I will accelerate the staff training, and get that valuable combat expeience I need to close the gap. If I do not fight early, I may close the gap eventually, but it will take a long time - are we willing to let the AotP sit around for a year and a half?

And btw, the South lost MORE men at Antietam than the North did, assuming you are referring to the battle between Mclellan and Lee in Spetember of 1862. No 4:1 casualty ratio there.
quote:


I also don't think it's a bad idea in general to perhaps tweak both sides a bit more towards the middle, so that "Terrible" is less common for the Union and "Superb" less common for the South, but I wanted to get the point across that it's working as intended and that after playing many games with this turned on, it's not impossible at all to win as the Union and it's not impossible to lose as the South. I think right now you are drawing from too small a sample to really throw the baby out with the bath water.


My issue is not whether it is possible to win, it is whether the game makes any sense. And the North getting crushed with a loss ratio unmatched in the actual war in numbers in 1863 because the South has vastly superior "command staff" that they never had should not be possible. I will grant that it is a small sample to draw a conclusion from, but I cannot see how this could result in any other result, and the knowledge that this result *could* happen makes the game unplayable, IMO. I simply will not invest the time necessary at the risk of it being relatively asted when someething like this comes up.

quote:


This rarely ever happens to me, even with the old disease rules. First of all, disease rarely hits the same place twice in a row and it generally only knocks off one disposition level at a time. If I'm going to send my army out to do combat, I generally pump up its supply to improve its disposition before marching out.


What if it isn't marching out, but staying at home trying to train its horrendously bad command staffs? :P
quote:


I agree. One question I have though is how many vs. AI games did you play before starting your PBEM game? In any game with this many options, it's always good to have a few practice campaigns under your belt before deciding what options you do and don't like.


True enough, and I don't really play against the AI, since I think it is

1. Boring and uninteresting, and
2. Teaches you how to exploit the system, not how to play it.

But my opponenet was similarly newb, so we could make our mistakes together. But both of us doing the exact same thing should not result in radically different outcomes. If that is happening, then the game is no longer letting you play the game, it is shoe-horning you into an outcome. Making Southern containers arbitrarily train faster, a LOT faster, is ahistorical, and poor game design to boot. It is forcing an outcome, rather than setting up the parameteres and letting the play of the players determine the outcome. There is nothing instrinsic about the South that made their command staffs superior to the North.

In reality, 1 Southerner could not REALLY whip 5 Yankees...

< Message edited by Berkut -- 1/9/2007 8:23:49 PM >

(in reply to Erik Rutins)
Post #: 23
RE: Victory Conditions discussion - 1/9/2007 8:16:22 PM   
Jonathan Palfrey

 

Posts: 535
Joined: 4/10/2004
From: Sant Pere de Ribes, Spain
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quote:

ORIGINAL: jchastain
While I appreciate what you are saying and would normally agree, this conflict was just so overwhelming out of balance when viewed with the benefit of hindsight for it to be much of a game with entirely accurate numbers unless the rules were just massively overhauled to:

(1) prevent the US from doing anything obvious or logical (in which case we'd just be hearing a different series of complaints about how stupid the game is for not allowing people to have realistic levels of control)

or

(2) devolve into "CSA wins by surviving a full year", in which case we'd be hearing complaints about how ahistoric the game is because it lasted far longer than that in real life.

It really is a no-win for the developers and I have to say that I think the current setup, while obviously not perfect, does a pretty reasonable job of striking a playable balance that captures the feel of the era. In any case, the point is likely moot anyway as I can't see them doing the scale of rewrite that would be necessary to implement this approach.

That said, I do not believe anyone would turn away from a magic bullet if one could be found. It is easy enough to quadruple the economy of the North in the data files and then supplement the OOB a bit to further round out the army and navy. If anyone know precisely what needs to be added, I'd even be willing to do the file edits. Then if those interested could generate actual suggestions for easily implementable alternate balance mechanisms, I'm betting there would be an audience willing to consider those recommendations.


This is a matter of opinion and you're entitled to yours, but I don't agree that the conflict was overwhelmingly out of balance. Reading historical accounts of it, there were times when Lincoln was in despair, the Northern newspapers were in despair, the Northern generals were reviled for their lack of achievement, etc. If the Confederates had done just a little better at those points of the war, it seems to me the despair could have got out of hand and led to a peace settlement -- which would be a Southern win, in effect.

Yes, the resources behind the two sides were overwhelmingly out of balance; but for a few years that didn't seem to matter too much. The Confederates were totally outclassed in supplies, but they got along somehow with what they had. They were outnumbered; but they were on the strategic defensive. They were somewhat but not greatly outclassed in weapons technology.

I think the game mechanisms allow military advantages to be bought rather too easily with money. It didn't seem that easy at the time to throw money at the problem. The really crucial advantage the North had was in numbers of people: it could grind the Confederates down by attrition.

(in reply to jchastain)
Post #: 24
RE: Victory Conditions discussion - 1/9/2007 8:35:23 PM   
Berkut

 

Posts: 757
Joined: 5/16/2002
Status: offline
Just look at the American Revolutionary War.

Here you ahve the Brits with every advantage. Better troops, better weapons, better training, better generals, better supplies.

But they lost.

Why? Because their victory conditions were not amenable to being achieved simply by having the higher quality army. The Brits could, and did, pretty much win nearly every major engagement. But they had to subjugate a nation that was large, spread out, and hostile. They can go and take Boston. They can go and take Philadelphia, or Charleston. But they cannot take the enxt without abandoning the first.

Now, the North does not have the same problem as the Brits, namely because they could, in fact, create armies of a million men and simply force Southern capitulation through occupation of the important parts (primary cities, ports, rail lines, etc). But the basic problem of disparite goals stil exists.

(in reply to Jonathan Palfrey)
Post #: 25
RE: Victory Conditions discussion - 1/9/2007 8:40:37 PM   
SurrenderMonkey

 

Posts: 124
Joined: 10/5/2005
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quote:

ORIGINAL: Berkut

Just look at the American Revolutionary War.

Here you ahve the Brits with every advantage. Better troops, better weapons, better training, better generals, better supplies.

But they lost.

Why? Because their victory conditions were not amenable to being achieved simply by having the higher quality army. The Brits could, and did, pretty much win nearly every major engagement. But they had to subjugate a nation that was large, spread out, and hostile. They can go and take Boston. They can go and take Philadelphia, or Charleston. But they cannot take the enxt without abandoning the first.

Now, the North does not have the same problem as the Brits, namely because they could, in fact, create armies of a million men and simply force Southern capitulation through occupation of the important parts (primary cities, ports, rail lines, etc). But the basic problem of disparite goals stil exists.



This is EXACTLY my point. Thanks, Berkut.


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Post #: 26
RE: Victory Conditions discussion - 1/9/2007 9:50:29 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
quote:

ORIGINAL: Berkut
NRBH, but is it that you use more, or is it that you get less? Or both?


Use more and use less, I believe.

quote:

The problem with this model is that it is not specific to a particular unit, it is systemic. ALL Northern containers have an intrinsically inferior logistical staff. That is simply inaccurate, and untrue. If anything the Northern staffs were slightly superior to the Southern, better organized, and more capable. The Southern armies "got by" with less because their logistical network sucked.


Sure and I generally agree with that, which is why I agree that allowing them to be a bit closer probably makes sense.

quote:

I am not exactly sure how the historical reality of the South having less supplies than the North results in them having incredibly good logistical staff ratings, and the North poor ones! One would presume that in fact the *opposite* would occur!


Not in a grand strategic game, necessarily. The South cannot maintain as high a supply for its armies as the North without crippling its economy. Therefore, the North tends to be able to overcome the inefficiency of some containers while the South's containers compensate for the weakness of its economy.

quote:

I appreciate the detailed response, but this is pretty clearly another example of an attempt to design for effect failing.


Keep in mind, I'm not the designer. I've been a fly on the wall and I've played the game a lot. In addition, I've studied the manual. That's where these responses are coming from, but I'm sure Eric would be able to add some more to the rationale than I can. Game design sometimes functions on abstractions that serve a purpose as part of the whole, but if taken literally and on their own, appear out of place.

quote:

The armies in question fought in 1863, not 1861. Both had all brigades in divisions, all divisions in Corps, all Corps in Armies, for a rather long time. Presumably training.


Ok, my bad for not recalling the date of your battle. I'm surprised to hear that.

quote:

It is not that the Southern containers start out a little better (something I could at least understand, if not agree with) early in the war, and then the Union is forced to catch up. It is that after almost two years of sitting around training, the Union has a mediocre command staff, and the South a superb command staff. This means that it is effectively out of the Unions players hands - I intentionally tried to keep the Union Army out of direct combat to let it train, and the result was that I did train, but the Southern Army became the German General Staff at the outbreak of Barabarossa. I probably would have been better off throwing them into the fray in 1861.
And I was on the defensive, btw. So, I trained, I was on the defensive, and the result was that the Union Aramy was crushed. Not just beaten, but absolutely crushed.


With all due respect, here's where I'd like to see some save files. As the Union, I can absolutely beat Southern Armies when I'm on the defensive in 1863. No problem, even with the staff ratings on. The fact that you've formed an impression that it's impossible in the game based on your result tells me something else must be involved that you haven't pinpointed yet.

quote:

I will counter with this: In all honesty, how was Gettysburg possible, with the South having vastly superior generals, vastly superior logistical expertise, and vastly superior mid-lower level leadership?


Absolutely. In my experience, in Forge of Freedom, Antietam is possible at around the right time frame in 1862 and Gettysburg is possible in 1863. Since we're playing the same game, there must be something different in how we are playing it.

quote:

And like I said in the thread, my beef isn't that the Union lost - I actually expected that due to the unit quality disparity. But I am ok with losing battles in Virginia, and long as I can bleed the South in the process. 4:1 though? That just amkes me think the combat model is not well done. Hell, even my opponenet was pissed off.


I completely agree. I've never had the Union lose a defensive battle in 1863 with 4:1 losses. I expect the next patch, if you were using it, would have helped with the loss ratio, but I still don't have a good explanation without seeing a save file for why that loss happened.

quote:

There should be some kind of bell curve for staff rating increases. I would actually claim that on a scale of 1-10, command staff should not be able to get much over 6 or so *without* being in combat. If the Southern containers start off around 4-6, and the North around 2-4, then both train at roughly the same speed, but capped for out of combat training at "fair" or so (you could maybe get better if it randomly started that way, to represent the rare exceptional staff at creation).


Those are pretty good suggestion as far as I'm concerned, I'll bring it up to Eric to see what he thinks.

quote:

My issue is not whether it is possible to win, it is whether the game makes any sense. And the North getting crushed with a loss ratio unmatched in the actual war in numbers in 1863 because the South has vastly superior "command staff" that they never had should not be possible. I will grant that it is a small sample to draw a conclusion from, but I cannot see how this could result in any other result, and the knowledge that this result *could* happen makes the game unplayable, IMO. I simply will not invest the time necessary at the risk of it being relatively asted when someething like this comes up.


I think you may again be erroneously ascribing your victory to this one variable. The fact is, even with the command staff disparity, I have not had those kind of results. There must have been something else involved to generate this kind of unusual outcome. I don't claim that the outcome was reasonable, but we ventured down into the game design and while you make some good points about the command staffs, the one thing I am not convinced about is that they are the cause for your defeat.

quote:

What if it isn't marching out, but staying at home trying to train its horrendously bad command staffs? :P


Hehe, same thing. I build hospitals in my garrison provinces. Generally two hospitals per Army makes disease hurt a lot less.

quote:

True enough, and I don't really play against the AI, since I think it is
1. Boring and uninteresting, and
2. Teaches you how to exploit the system, not how to play it.
But my opponenet was similarly newb, so we could make our mistakes together. But both of us doing the exact same thing should not result in radically different outcomes. If that is happening, then the game is no longer letting you play the game, it is shoe-horning you into an outcome. Making Southern containers arbitrarily train faster, a LOT faster, is ahistorical, and poor game design to boot. It is forcing an outcome, rather than setting up the parameteres and letting the play of the players determine the outcome. There is nothing instrinsic about the South that made their command staffs superior to the North.


It's not a point of where you want to play against the AI in perpetuity, but how much experience you have under your belt as far as the actual game balance goes. Before you continue to pass judgement, I think a little more experience would help you out. If you played more and had five more similar battles that did not have that outcome, what would your conclusion be then? Probably closer to mine, I'd guess.

I'll mention again in the meantime, that if you turn off the staff ratings, you can come close to the same balance you're looking for. You should at least try it against the AI with staff ratings turned off to see how you like it.

Regards,

- Erik

< Message edited by Erik Rutins -- 1/9/2007 10:01:12 PM >


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(in reply to Berkut)
Post #: 27
RE: Victory Conditions discussion - 1/9/2007 9:52:26 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline

quote:

ORIGINAL: Jonathan Palfrey
This is a matter of opinion and you're entitled to yours, but I don't agree that the conflict was overwhelmingly out of balance. Reading historical accounts of it, there were times when Lincoln was in despair, the Northern newspapers were in despair, the Northern generals were reviled for their lack of achievement, etc. If the Confederates had done just a little better at those points of the war, it seems to me the despair could have got out of hand and led to a peace settlement -- which would be a Southern win, in effect.


... and this is indeed possible in the game, but the balance is also there for the player to adjust to decide how easy or hard it should be for each side.

Regards,

- Erik

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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(in reply to Jonathan Palfrey)
Post #: 28
RE: Victory Conditions discussion - 1/9/2007 9:55:31 PM   
Queeg


Posts: 495
Joined: 6/23/2005
Status: offline

quote:

ORIGINAL: jchastain

While I appreciate what you are saying and would normally agree, this conflict was just so overwhelming out of balance when viewed with the benefit of hindsight for it to be much of a game with entirely accurate numbers unless the rules were just massively overhauled to:

(1) prevent the US from doing anything obvious or logical (in which case we'd just be hearing a different series of complaints about how stupid the game is for not allowing people to have realistic levels of control)

or

(2) devolve into "CSA wins by surviving a full year", in which case we'd be hearing complaints about how ahistoric the game is because it lasted far longer than that in real life.

It really is a no-win for the developers and I have to say that I think the current setup, while obviously not perfect, does a pretty reasonable job of striking a playable balance that captures the feel of the era. In any case, the point is likely moot anyway as I can't see them doing the scale of rewrite that would be necessary to implement this approach.

That said, I do not believe anyone would turn away from a magic bullet if one could be found. It is easy enough to quadruple the economy of the North in the data files and then supplement the OOB a bit to further round out the army and navy. If anyone know precisely what needs to be added, I'd even be willing to do the file edits. Then if those interested could generate actual suggestions for easily implementable alternate balance mechanisms, I'm betting there would be an audience willing to consider those recommendations.


Excellent post and captures my thinking.

(in reply to jchastain)
Post #: 29
RE: Victory Conditions discussion - 1/9/2007 10:06:12 PM   
Queeg


Posts: 495
Joined: 6/23/2005
Status: offline

quote:

ORIGINAL: Erik Rutins

The point I keep trying to get across is that you already have this capability. Use the provided in-game settings to adjust the strength of the South down and/or the North up until you are happy with the results. I realize folks want this to be the default and that there are some other historical improvements we are working on, but you can already do what you're asking for without changing the victory conditions and the game was designed to do it. It's not a "cheat" or a "fix", it's a designed use of the various settings - that's why we provided so many of them!

Regards,

- Erik


I've been saying this for several days now. Apart from some necessary fixes (eliminating the CSA navy, etc.), the real debate here boils down to the question of whether the base scenario should be "historical" (assuming any consensus can be reached as to what that means) with settings to tweak toward balance or balanced with settings to tweak toward "historical." My position: There is no universal law of game design that mandates one approach over the other and, in reality, it doesn't matter much so long as the settings cover the spectrum. Frankly, if we all had spent a fraction of the time and energy we've used debating the setup issue to actually exploring the settings and their effects, we'd have a much better handle on the game and its potential.

(in reply to Erik Rutins)
Post #: 30
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