dtx
Posts: 72
Joined: 8/13/2002 From: Pennsylvania Status: offline
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Many topics relate to players wanting more control - "my planes attack the wrong targets," "my ships waste ammo on insignificant targets" "why can't I..., why can't I....." A good answer to this, and support for how well UV models war, comes from an editorial today's Wall St J. It discusses a view on war by the Prussian war theorist, Carl Von Clausewitz: "In war, the will of one combatant is directed at an animate object that reacts, often in unanticipated ways. This cyclical interaction between opposing wills occurs in a realm of chance and chaos." Isn't the latter sentence a perfect description of a turn in UV? My sense is that UV has picked a good balance between giving the player much control, while at the same time throwing in enough unpredictable events (i.e., planes attacking less than ideal targets) to recreate this feel perfectly. How else could UV model this central and integral aspect of war? If anyone has other solutions, I'd be interested (I'm not a WG designer, but find the design issue interesting).
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