Redmarkus5
Posts: 4456
Joined: 12/1/2007 From: 0.00 Status: offline
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quote:
ORIGINAL: Toidi quote:
ORIGINAL: Joel Billings I understand what you are asking for in desiring a better "average" of CV. Without the leader ratings of all the leaders in the unit's chain of command being factored in, you can't get what you want. I know that if you change an army leader the CV ratings of the units don't change on the map or in the initial CV rating, but in combat they will perform very differently if under a great leader than a poor one. It was decided early on not to have the leaders factored into these unit CV values. I'm not even sure how easy/possible it is to account for what they do in combat to get a good "average" CV effect even if we wanted to. Leaders are very important and they are a major FOW element in the game as you don't even know what enemy leaders you are up against. We think some amount of FOW is a good thing for a game and this is one of those FOW areas. I can't claim that the results you pointed to are fully explained by leader ratings, but, IIRC, a review of combat screen displayed CVs was done many months ago by Pavel and after this we felt that they were in good shape. There are occasional oddities that I've seen that are way out of whack, with a unit in combat showing a very large CV initially even though it should be very small, but the final number is correctly small. This is rare and appears to be a display bug of some kind that we have never been able to track down because it is not repeatable. Toidi, I appreciate where you're coming from. Maybe I see lemonade where you only see lemons. I love the specificity of boardgames as much as anyone. Gary's computer game designs harken back to boardgames but are actually quite different in many ways. Next post I expect to see from someone: Why don't we know what enemy leader we're fighting? Ok. You made a design decision which can easily mislead players who are not hardcore enough. I am probably not hardcore enough as it does mislead me. You believe that the decision you made was correct. I believe it was not because it leads to lack of important information and misjudgment. You believe that huge misjudgment is the part of war and as such should be build into the game. I believe that issues like that kill the fun in the game, especially that next time I will play I will obviously do multiply the values on the counters by 2 and act accordingly. You consider that this is the part of learning to play. I consider this is bad design and believe that "learn to play" should not include finding out how much the values on the counter are misleading in given period of the game. I don't think I can make my arguments more clear; I also believe you do understand rather what I meant. So, the only thing I can say is that I am disappointed and actually the big brand in my mind which is "Gary Grigsby" just got a bit downgraded. And yes, you are 100% right, the lack of knowledge which leader we are fighting against, is in my opinion another design decision which I would revisit, if I were responsible for the game. It seems that we just think differently. Thanks for your time Joel & Helpless and all the people who contributed to this thread... I appreciate all your responses, even though I disagree with many of them. These issues are a product of the game engine being too complex in the wrong areas. You don't model the random chances of combat with complex models that take account of every factor - you model them using abstraction and chance. Problems of this nature are bound to continue in the series and only the most hardcore gamers are likely to spend the time required to find the workarounds or to develop the lateral thinking techniques needed. As to the question of 'what commander are we facing', I am struggling to think of a major campaign or battle in history where this wasn't known, or at least surmised, generally by taking prisoners/deserters in the weeks preceding.
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WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
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