a white rabbit
Posts: 2366
Joined: 4/27/2002 From: ..under deconstruction..6N124E.. Status: offline
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quote:
ORIGINAL: vahauser a white rabbit, I think that John Stuart Mill's Utilitarianism is correct in this case: The needs of the many outweigh the needs of the few. By this I mean that the negative abuses in which Ants are employed far outweigh any "positive benefits" that Ants might possess. Further, I stipulate that the body of evidence against Ants is overwhelmingly strong. Many games suffer from problems with Ants, not just TOAW, and the complaints against them are voiced in unison. If ever there were a consensus among the global gaming community, across the spectrum of "operational wargames" in existence today (both boardgames and computer games), it is that Ants are a problem and not a solution. Further, I claim that in every single example you cited above where you state that Ants are “a valid tool”, I claim that each of those cases could be resolved more favorably (in terms of both scenario enjoyment and historical realism) if the scenario designer could remove them from the game altogether. Ants are, and always have been, a product and side effect of the game scale. For example, if I want to design a "Lawrence of Arabia" (or an OSS in Indochina) scenario, then it is my responsibility as the scenario designer to choose the scale of the scenario correctly. Further, you claim that Ants should be an option. The reality is that Ants are NOT an option, at least not in TOAW III. They are a byproduct of the game engine itself. Players and designers are stuck with them whether they want them or not. And the overwhelming consensus is that they do not want them. And since we in the TOAW III community are stuck with Ants whether we want them or not, then the consensus of that community is that Ants be proscribed to the maximum extent allowed by the TOAW III game engine. This means that you will still get your Ants, it is impossible to prevent them in TOAW III, but the fervent wishes of the many are that the pernicious effects of Ants, and Ants themselves, be eliminated wherever possible. --V ..they're only a product of toaw in as much as designers allow them to be, you don't want most Russian forces in 41 to go ant then start the game one organisational level up, div not regt/ corps not div. If you must put in each regt by name then divide the div in the editor, change the unit names to the correct one (that's the bit i forgot before and bingo, no ants. Don't add all the fancy bits that died quickly, don't add the Telephone Santizer units.. ..in short, create/design forces that fight as they fought historically, don't be sloppy or show-off.. ..as for Stuart Mill, the objective surely is to produce better, tighter, more historically accurate scenarios, not pander to the mass.. ..which just leaves my example scenarios where i consider ants are needed, you state quote:
Further, I claim that in every single example you cited above where you state that Ants are “a valid tool”, I claim that each of those cases could be resolved more favorably (in terms of both scenario enjoyment and historical realism) if the scenario designer could remove them from the game altogether. Pick one and show me how.. ..or better still.. ..let's take a simple example, the Japanese vs Empire in Malaya 41, just how would you simulate the ability of the Japanese to subdivide into at least companies to bypass and attack the Empire units, larger btn size but clumsy, in the rear, thus causing the panic that had such a deliterious effect on so many Empire blocking positions ? ..
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..toodA, irmAb moAs'lyB 'exper'mentin'..,..beàn'tus all..?,
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