malvoisin
Posts: 11
Joined: 4/14/2002 Status: offline
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first, i'm not much of a wargamer, but i've really enjoyed this thread (although until now, i've had very little to contribute) and i'm really excited by the prospect of UV, despite being a mac person. (hey! the wider monitor size would let me see more of the map.) but anyway, this might *gasp* force me into rehabilitating my pc. second, yes, the automatic victory conditions will lead to gamey results, but since you're dealing with a game, well, you're going to get them anyway. the rule is probably intended to do two things: 1. get rid of a really boring endgame. if the automatic victory is balanced such that it is only acheivable when a player would decisively dominate the rest of the game, it will prevent the last x% of the game to feel like a simple mopping up operation. chasing that last aztec settler around the map is No Fun At All, and nobody likes to win by resignation or die slowly. 2. the game designers want to encourage some kind of behavior in the players. they may be trying to encourage (possibly ahistorical) risky behavior that might not necessarily be realistic, but as ian's aar shows, it is whole lot more exciting than watching him sit around waiting to be eaten alive by the allies and mosquitos. on the other hand they may be trying to encourage historical behavior without adding complexity to the game engine itself OR that might be just impossible to model -- it is not a coincidence that the window on the japanese automatic victory really starts to close just as the allied materiel advantage starts to be felt. given that concerns outside of the theater are irrelevant to the game itself, maybe the rule is simply intended to discourage the allied player from sitting around and hoarding resources until the odds get better later in the campaign. a game which could be won by the allied player doing -nothing- wouldn't be much fun, would it? and if the actual automatic victories are -rare-, you still have a damned good reason to be fighting in new guinea and the solomons, which means that the rule has encouraged historical behavior without having to model history exactly (which is, of course, impossible. and hey! this is an abstraction, anyway, right?) i'd guess the allies' initial strategy, first and foremost, should be to render the japanese incapable of acheiving their automatic victory conditions (which means that he will have to fight for the solomons), and then put their superior numbers to work. its a little general, i know, but i haven't played the game, and i don't know all of the rules. and where the hell is australia, anyway? third, as a remarkably underutilized game programmer in nyc who's up for adoption (clean, charming, industrious, well-disciplined, etc.), i can tell you, mogami, that the rules are more a matter of design than programming and that it shouldn't be too hard to program new victory conditions (in theory, at least.) the trick would be getting them tested, balanced, and getting AI to exploit them all in time to meet whatever deliverables deadline that they have with matrix (which i'd bet is overdue, no offense meant to the developers, so they'd like to get paid.) and trying to do all of that in the midst of bug fixes, balancing, and play-testing is probably one of the best possible ways to make a project fail. to recontextualize your assertion that its poor form to voice reservations concerning operational plans after commencement: asking for new features in any nontrivial application when it is in late beta is a really good way to get programmers really uptight. see? it got me all worked up and i'm just waiting for the game to be released.
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