LoBaron
Posts: 4776
Joined: 1/26/2003 From: Vienna, Austria Status: offline
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quote:
ORIGINAL: sfatula One mans design decision is another mans bug. I fail to see any issue with that. It's called a disagreement. People do that. It doesn't mean they are stupid. Different goals = different methods. I'd love to read more, but, have yet to find a good reason for the decision. Not that anyone needs my approval of course, but, it does help to understand. All of the reasons in this thread for the way it is are not reasons at all IMHO, not the slightest bit convincing or even reasonable. If anyone has a link to the specific discussion providing said reasons, it might prove useful. Just have not found it yet. I would love to read it! I personally *like* not having every unit do everything I want, that's just not reasonable either. But, PM vs Guad is hard to imagine as something intended, it's indefensible in my mind, at least at present. Perhaps it was intended, maybe I will find the thread one day. Maybe, it will even be convincing, who knows. Or at least more understandable. Perhaps lots of you have read it, I have not. I am newer. But, a student of the Pacific war. If it's a design decision due to the desire to get things done and out in some given timeframe, I get that, and I would not call that a bug either. But, that does not mean a newer version of the game shouldn't improve upon it. We should all want to improve things. Ok just to clearify a few things. My comment was not directed at you but at a player who is part of the community for so long that he should know better. From the discussion here it is clear that you are a new player getting accustomed to the game by familiarising yourself with the mechanics and by learning how to play using the small scenarios. Since this is the baseline to form your opinion it is understandable that your conclusions miss the big picture. I do not have an issue with that. The games´ learning curve is steep and many players spend years playing before grasping some aspects of the game and their context. The heart of the game is not the Guadalcanal scenario. The heart of the game is the grand campaign, spanning the entire pacific war - versus the AI but really excels when playing against another human - and supports turn lenght longer than 1 day. This is where the design focus needs to be, and this is the baseline from where design decisions have been made. Have you ever wondered why there is no Midway Scenario (at least not an officially published one)? Because the tactical elements of - and the decisions made before - that battle had so much influence on its´ outcome that a replication of the actual events would be unlikely bordering impossible ingame. That does in no way mean that Midway-like events are impossible in the grand campaign, actually all grand campaigns played have their Midway-like events at some point in time, but not at that specific location for those specific reasons. Some of the above applies to the Guadalcanal scenario as well. Not to the extent of rendering unplayable - far from that - but they are situations. Note that this scenario is one of my all time favourites. So, getting back to the original topic: Implementing sector designation for naval attacks would - taking the speed of naval vessels, the vastness of the map, the option to execute turns spanning several days, the limited available intel, the creativity of players, and as a result the amount of uncertainty into account - cause a lot more problems than it would solve. What I am saying is, no, from a tactical point of view the decision was not perfect. But it was a decision made to support the core game accepting the drawbacks in very specific situations that arise if players fail to take game mechanics into account when they set up their forces. To sum it up, yes I understand why a new player like yourself reaches conclusions like you did, but I would ask you to take into account that you yet know only a fraction about what WitP is about and how it has to be played. That the absence of a feature to designate naval attack sectors is not a bug and no design mistake. This is not a PoV thing. If some of the experienced players insist on calling it a mistake, they just delay the learning process for new players about how specific game concepts are designed, why, and how to cope with it. That was the reason for my first post.
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