HMSWarspite
Posts: 1401
Joined: 4/13/2002 From: Bristol, UK Status: offline
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Philosophical thoughts on the air war... Air targets in the game come in 3 sorts I believe. 1. Things like AFV or operational aircraft production (and I think Manpower). These are produced to restock combat units in game. In principle, damage to factories and reduction of production is completely covered by the scope of the game. Flatten all the 190 factories, and the LW will run out of 190s, with all the effects that has. 190s dont go anywhere else (outside the scope of the game), nor do they have an indirect effect on the country or economy (people dont eat them, and hence the lack of food chain modelling doesnt need to be allowed for). Thus, no grounds for VPs (+ or -) for hitting them, the production effect is it in its entirety 2. Things like HI, fuel and resources. These are necessary for production of things in category 1, and so some of the effect of cutting production should be modelled (I presume that the production model works as per other GG games like WitP and BtR - AFV for example use HI and a factory to make so many AFV per turn). However, they are also necessary to produce other things - rolling stock (dont think they are included in factories), repair factories, railyards, bridges and roads, make reinforced concrete for forts, etc. GG could have modelled the whole process, and covered the process explicitly but the game would have been finished sometime next century. So we need to have an additional effect for bombing these items to cover the additional impact outside the game. Hence Bombing VPs for a subset of industry. 3. Uboats and V weapons. These have no effect in game, and knocking them out broadly doesnt affect the winning of the war. Presence of them hinders the Allies and lack of them does not. Particularly, lacking them does not help the WA win the war. Thus negative VPs for these is key. Knocking out the Uboats does not compensate for failing to finish the german army and so positve VP for hitting them is not right. So in my view the concept as set up works. There are 2 issues: VP levels (which I will leave to another debate), and the problem that negative VPs produce 'forced targeting' removing a players perceived choices. To be effective in their purpose they need to be significant, which removes choice. The issue boils down to the fact that there is only 1 way to skin the cat. If Uboat Fac produced an equipment 'U Boats' which could be affected by lack of HI or resources, or reduced by NI, and points were generated from the number of U Boats currently, this would restore choices - you could put BC on NI to hunt them down as an alternative to bombing their factories. I think this extra mini-game would be hard to set up, and raises more issues (attractive as it might be). How's about a simplified version. Curently U boat (and VW) cause -VP solely on their damage state (or lack of it). If a hypothetical super bombing campaign knocked out all in game HI production, the notional subs still apparently get built (the much hidden type XXXXII 'cardboard' uboat!). So hows about the uboat negative VP score is reduced by a small % of the HI and Resurce damage as well (and maybe oil?). Thus you could hit the UBoat Fac directly, or indirectly via HI and so on... If we got the fractions right, the effort would not be reduced (I am thinking 10% of the HI for example), but the old 'I know where you have to bomb' effect would be reduced and I get other ways to skin my cat. Unless I am well off beam in how the game works, it wouldnt be that hard to implement. What do people think?
< Message edited by HMSWarspite -- 2/15/2015 12:17:49 PM >
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I have a cunning plan, My Lord
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