Feinder
Posts: 6589
Joined: 9/4/2002 From: Land o' Lakes, FL Status: offline
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I sorta think we're "over-analyzing" the whole thing here. Why wouldn't the victory system in WitP be any different than it is in UV? There are VPs for bases. The more bases you control at the end, the more VPs you end with. The determination isn't who wins the WAR. Victory conditions (in any game) are more of a yardstick of how well you did in-game, compared to your historical counterpart. Frankly, it's pretty much a foregone conclusion that the US is going to "win the war" against Japan. The only way for Japan to win the WAR is to invade San Franscisco and march all the way to Washington. THAT is what would have been necessary for Japan to win the WAR (ok, not really, but it makes my point). And that's certainly not going to happen. But as far as victory conditions IN GAME, the yard-stick is can you duplicate the brilliant success of your predecessor? or snatch success from the jaws of defeat? Surely folks have noticed that the VPs for bases (in UV) vary greatly. The Australian bases are worth very little to a US player (because he's likely going to hold them the entire game), but if IJN is actually in posetion of one at the end of the game, their mulitplier is like 50 or something. The same is true for Rabaul and Wewak for IJN. For IJN to control these bases at the end of the game, is no big deal, it's expected and therefore they're not worth much to the IJN. However, if the USN can "change history" and actually capture these bases by December '43, they're worht ALOT of VPs (again, the multiplier is like 50 for each of these). Capturing the bases that were beyond the reach of either historical counterparts is what pushes a player from a marginal to a decisive vicotry. Did you do a "little" better (or worse) than your historical counterpart? Or did you do ALOT better (or worse)than your historical counterpart? Look at the victory conditons in UV. Pretty much, it's guarenteed that the USN is eventually going to spank IJN as far as how much of the map is going to be controlled at the end. But the measure of how BADLY IJN gets spanked or not spanked (or rather, how well you can hold onto your gains to put a nice spin on it) is what determines victory. Why wouldn't the same be true for WitP? Scenario #1 (Conventional) : VPs will be similarly assigned as they are in UV. The US is -still- going to get an A-bomb and end the war in August of 1945 (and the game will be over). A "draw" would be for Japan to essentially end the game in a similar historical situation based on the VP of bases held at the end of the game. An IJN "victory" would be where you're in better shape than IJN ended the war historically. Say you still own the Phillapines (since somebody brought the up). But if the US still has a base within B-29 range of Japan, they're still going to drop the bomb, and the war will be over. But again, it doesn't matter who "wins" the war, it's the VPs at the end that says who is the winner of the GAME. Scenario #2 (Grudgematch) : If you take out the abomb, your only solution is to set either "Kill everything, fight to the last regiment" (bah, Japan losing is still a foregone conclusion), or "Checks for VPs periodically throught the game, if the net difference reaches a certain extreme, one side wins." Still a very viable scenario, and the latter option is obviously the better yard-stick. Yardstick #3 (historical, but tinkered for balance) : More VPs for bases. The only difference betwen this and #1 is that after play-testers have had many goes at the game, the find that players are able to generally do better or worse than than their historical counterparts. Essentially, the playtesters provide input back to Matrix that might say, "Wow. We've "been playing smart", and as an IJN player, my perimeter at the end of the war is actually to about Guam instead of the home-islands". Here you adjust the victory conditions to reflect that (for whatever reasons), the IJN player tends to do better than historically (in this example). So by VPs in Scen #1, the IJN player will always win. In this case, you adjust the VPs so that the IJN will actually need to hold a farther perimeter by 1945, so that IJN doesn't win all the time. Basically, it's grading on a curve. -F-
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