morvael
Posts: 11762
Joined: 9/8/2006 From: Poland Status: offline
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quote:
ORIGINAL: GamesaurusRex I believe the isolation effects are too extreme (the pocketed troops should be able to fight to some extent and the mopping up should cost the Germans more than it does). I believe the combat system is not calculating the CV correctly (when the modified CVs are registering less than the raw CVs in fortified battles where there are no command, supply, morale, or other penalties... you have a problem). I believe there is no real incentive for the Russian to fight west of Moskow, and given the low replacement rate of men and material available to the Russian, there is no practical way a Russian player can engage in combat in 41-42 and survive and recover to fight in 43. (If you greatly increased available replacements, maybe they could.) I believe all these things can eventually get fixed if the Patching Gods keep up the good work, at least I'm hoping so. Isolation - I would like to see one turn of little to no penalty for isolation, because those units would usually act at the same time as their opponent, trying to break out (unless they were ordered to stay). IGoYouGo systems, especially with a supply check between player turns create this problem, in a WeGo game with a single supply check that would never be an issue. But such is this design. I try not to (even if I would like to) change things in the original design if they are documented fully / clearly in the manual. When something is missing I can interpret things and this gives me some space for maneuver :-) CV in combat is a problem. As I have proven using math, that what you see on counters is not what you will see in combat. Expected value of combat CV is not scaling linearily with those you see on counters (simple case: unit with morale 100 has double CV in combat, with 0 it has half CV - thus morale 100 is four times better than morale 0; formula used for on-counter CV introduces completely different relation: normal CV for morale 100, half for 50, zero for 0). Modified CV in combat is divided by 10, to bring it closer to on counter values, but it has different spread. I could have put expected values on counters but it was decided players will be confused by completely new values and those values would have trouble to fit on the counters - a panzer division could have a CV of 60 for example. At least I have made the AI know of those values (which the players learns to "feel" by experience). The best incentives to fight when it's not optimum choice from pure battlefield result perspecitve is making victory conditions that reward "suicidal" tactics, which cannot be otherwise expected to be used by any sane player. Twilight in the East or Napoleon's Triumph boardgames have been my inspiration in this matter. Unfortunately WitE campaign conditions are not giving any incentives for that. Good VC are the base on which any wargame must be built. Here, they look like they were added half-baked, without real thought behind them ( this is not a sandbox game to which such VCs belong). All can't be patched without touching core foundations of the design. Effort & time questions aside, this can't be done by me, I have no authority, and the original team is busy with new games (they do it for living so I understand them). I try to patch the biggest problems I face as the player, without removing or redoing core design features, also trying to do it in a way that allows to do it in relatively short time, as I don't have the luxury of having no need for a day job or a family to care for.
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