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RE: WitE 2 - 6/21/2016 11:07:14 PM   
Michael T


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quote:

For that matter I count you as being essentially on the panzer pusher side


Actually I like both sides equally. My desire is for a balanced game that has some scope for what if's.

And even though I have had played more games as German, I have actually spent more game time in a Soviet hat.

Pelton got banned.

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RE: WitE 2 - 6/21/2016 11:24:45 PM   
Flaviusx


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You may have played both sides but I think you prefer to be on the offense, and in WITE that translates effectively to a pro German bias. Plus in my estimation your views on the Red Army are a bit outdated.

Anyways, if Pelton isn't available due to bad boy misbehaving, I can think of nobody better than you to make the points you are already making here. Plus I'm guessing you'll be able to squeeze the most out of the new logistics system to see what is possible with it. It sounds much more restrictive than vanilla. (Part of the reason I'm not taking a hard stance on this ant ZOC thing.)



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RE: WitE 2 - 6/21/2016 11:57:00 PM   
Joel Billings


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Well I came back from vacation to see a nice discussion taking place here re ZOCs. In some ways I will respond to this in the same way I responded to the discussion about stacking. There are at least three major areas I think about when considering pushing for code changes:

1) Time/resources required to make and maintain the change, and likelihood of the change causing other code issues that can lead to a cascading time/resource suck.
2) Impact on the way the game plays out. Will it move us in a direction that fixes something that doesn't appear right about the game. How hard will it be to balance that impact to get the desired results vs. causing side effects that will push balance out of whack in other parts of the game.
3) Impact on the game interface. How will the player "see" the situation by looking at the map. Will the interface need changes that will make the game easier to play or comprehend? Will the change add to micromanagement that the interface won't keep up with.

Remember that starting out, the design for War in the East was inspired by the early boardgames on the subject (like SPI's War in the East). There was a conscious decision to make the game play like a boardgame, and to follow boardgame constructs. Both to keep the game simple (relatively speaking) and to keep the game "familiar" to the audience that would be interested in this game. I find it interesting to find a post saying that if only the design team had more boardgame experience we would know about some of these issues and possible rules. Gary and I grew up in the 60s and 70s playing boardgames, and continued playing them even after we started making computer games. Pavel came along 20 years later but also has a big history with boardgames. We may not know all the various rules that have come along, but we know a lot of them (or most of them). As stated, we started off with WitE1 being more a homage to the games of the 70s. Again, this made things simpler for us on the interface side of things, and simpler on the gameplay, and I think that's one reason WitE did so well given that fundamentally the game is massive and not to be picked up by the faint of heart. There were some sacrifices made in terms of realism, but there were gains that came from this approach (at least in terms of 1 and 3 above).

Now that we are where we're at, any changes being made have to be looked at through the lens of the 3 categories I listed above. I agree that stacking is not ideal, but where is it really impacting the game, and what change can we make that won't add unreasonable dev time and won't cause interface issues that negate much of the benefits to be had. I agree that in an ideal world the composition of the forces in a hex should impact the delays imposed by the ZOCs. However, again, one must look at the alternatives with those 3 categories in mind. The game, any game, is nothing but a series of abstractions that taken together either work or don't work. Arguing the realism of any one item in the abstract is like a straw man argument. Easy to make, sometimes very convincing, but not entirely intellectually honest (sorry, not trying to offend anyone's honesty with my limited ability at analogies, I know you guys all want to make a better game, or a better game in the way you enjoy it).

One more thing. With WitE I very much wanted to have a game that was like a boardgame. One where the rules weren't so complicated that a player couldn't actually calculate out MP costs and have an ability to plan out a move. Clearly as the game developed, and complexity was added (along with FOW), that simplicity was mostly lost and the game became one that has to be played more intuitively. This is true in combat where looking at CVs alone doesn't work, so good players get a feel for what it takes to win a combat (but you never know for sure). Same goes for movement, where costs going through ZOCs and rivers and bad weather make knowing MP costs virtually impossible except when you mouse over a particular hex with a particular unit selected and see what you will have left if you make the move. Players have to become more intuitive about how far they can push their units through an enemy line. Gary prefers this in his designs and is happy to see players get a little less info and be faced with having to make more intuitive decisions, and where the game is less deterministic. I can say now that after WitE/WitW/Torch, I have reached the point of acceptance that this system is not a boardgame, and that the players don't have to know everything. So if we do come up with some variation in ZOCs, we might not even have to show this on the map, especially if by looking at CV values and/or unit types a player could get a sense for how likely a hex is to be more costly to move through than another. This doesn't mean though that we'll make a change. Items 1 and 2 above might argue against it, but we will consider it, as we have considered many changes since WitE1. It would be nice to make carpets less effective, but if/how we do this has to account for the issues above.

Speaking of changes since WitE1, we have two already, one of which has come up in this thread a few times already. One, we've added movement delay costs associated with combat in a hex. This is in WitW already. When a combat takes place, based on whether a hasty or deliberate attack and the final odds, some amount of movement delay is added to the hex. This delay does adds to the cost to leave the combat hex. So it's not harder to get into the hex (I know, I know, it can be hard to get into a hex), but it makes it harder to move out of the hex. This accounts for the time it takes to fight and win the battle, and the fact that this gives exploiting units less time remaining in the week to move through the combat area. Yes, another abstraction, but it does what we want it to do in adding some time delay based on the amount of resistance. Second, WitE2 has a rule that causes units to lose MPs in their next movement phase when they are attacked. Again, it is based on the odds. This makes it more advantageous to launch spoiling attacks.

As for stacking, knowing what we know re the difficulty of changing the 3/hex limit makes a change problematic. Pavel has considered allowing player's to create a special unit in some hexes that contains other combat units, and acts like a combat unit. This would be mostly (or entirely) for urban and port hexes, where high unit density was achieved. In most other cases, doctrine prevented dense concentrations (I say most cases as I acknowledge situations where you should be able to stack higher, especially when you're dealing with smaller units). However, no change will be easy, and again, with limited programming resources, we may decide that this falls low on the list and fails to make the cut. We like the basic idea, but we have no magic wand that would allow us to implement the change quickly.

The dev team does enjoy reading active discussions with suggestions for improvements, so please continue to discuss these things (just please be civil).

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RE: WitE 2 - 6/22/2016 12:54:26 AM   
Michael T


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@Joel, the reason I question 2by3’s board gaming experience is because from day one WITE has lacked certain aspects that are common place in similar board games. These aspects mostly are related to ‘ants’ having undue influence and equitable stacking rules. It is not a new observation I make.

Can you tell me why you would design a game in the first place (given 2by3’s board gaming experience) that gives ant’s undue sway when the issue has been raised, argued and solved in the board game arena for decades?

You won’t find a board game designed these days or even in the past 10 years where an ant will impose undue influence.

So why? And why after all the years since WITE 1.0 was it not considered till now to make a fix? When this issue has been raised and debated on more than one occasion previously.

Are you saying all those board game designs that do accommodate for lesser influence of ants are wrong? Or are adding complexity for no good reason? Not that I would call two different zoc levels as complex.

Having said all that, I do appreciate that you are looking in to it now. I really do. I just wish I did not have to create such a maelstrom to get some kind of review happening in the first place. Because it appears that the only way to induce action is to irritate and goad.


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RE: WitE 2 - 6/22/2016 12:59:35 AM   
Joel Billings


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Well, we are going back now about 6-8 years, but we weren't as uncomfortable about ants as you are, and we had about 50 other things we were trying to get right. By the time we got those things right, making further changes would cause a lot more re-balancing. At some point we had to accept some things as they were in order to move on. We felt that the game worked and was fun, although that one item was not as nice as we'd like it to be. Radically changing the game (both for 2 player and AI balance) was not something we had the time to deal with (relative to many other issues pulling on us). In the alpha stage we are always more willing to look at everything, even if in the end we reject a change for the reasons I mentioned.

< Message edited by Joel Billings -- 6/22/2016 1:02:33 AM >


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RE: WitE 2 - 6/22/2016 1:19:11 AM   
Michael T


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Ok I get it. But it's not just me. Other players have the same issue. I hope it's not too late or too difficult to include it now. Thanks for listening. The aim, as always is to improve what is already very good.

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RE: WitE 2 - 6/22/2016 1:39:07 AM   
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Michael T---also a long time board gamer---one thing you are forgetting is that in many of those board games stacks of ants units with independent artillery regiments often did exert Zocs or in effect became ad hoc divisions.

Something in WITE you cannot do since your independent artillery regiments are all in corps/army HQs and not on map. Just some food for thought.

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RE: WitE 2 - 6/22/2016 1:41:49 AM   
MechFO

 

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@Joel, another one for the list

Please also look at/experiment/ consider making accessible in the Editor,

the ability to adjust detection probability. I think it would solve a lot of the attack optimizing one sees in WITE.

Don't know how much effort this would require, but ground recon didn't make it far once front lines were consolidated and air recon has problems if not open country and good weather. Obvious problem would be if AI uses same system as player, since it probably can't deal with the lack of information.


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RE: WitE 2 - 6/22/2016 1:48:26 AM   
Michael T


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I think we are done with ant zoc's now. The powers to be are deliberating. They are also looking at stacking. It's in their hands.

So my next question is, that long debated bane of all East Front games.

The runaway strategy, so often employed by players of both sides. I hate it.

Is there anything in the works that will make this method of defense less appealing?





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RE: WitE 2 - 6/22/2016 3:11:16 AM   
Flaviusx


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My sense at this point is that optempo has been slowed down in a variety of ways. That by itself makes runaways a lot less appealing. Standing your ground and counterattacking is much more profitable now.

What's driving runaways is weeklong turns with 50 mps and generous logistics and the WEGO system. Furthermore surrounded units don't instantly die anymore, necessarily.

The power of the defense relative to the offense has increased across the board here.

< Message edited by Flaviusx -- 6/22/2016 3:14:01 AM >


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RE: WitE 2 - 6/22/2016 3:42:01 AM   
Michael T


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It will come down to what is best to survive. Stand and fight, or runaway. I am yet to see a game on this subject where it is in the players interest to stand. It is always better to run, consolidate and stand when you are ready or can't possibly retreat any further. Remember the only reason on many occasions that the combatants remained and stood was due to the direct orders of Hitler or Stalin. I doubt naturally occurring conditions due to operational advantages will simulate the effect of being forced to stand when common sense says run. That, IMO is a true challenge of ones skill, being forced to fight in situation where if you were given free rein would avoid. IMO a player will pack up and run every time he fears total destruction of the local forces, no matter how much damage they will do in fighting to the death.

If WITE 2.0 solves this issue. It will be the first.

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RE: WitE 2 - 6/22/2016 3:54:12 AM   
chaos45

 

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the issue in wite 1 is fighting to the death is pointless because you lose everything....typically after only 1 week of being encircled and the attacker loses almost nothing.

I will say from the current games it does appear losses are getting closer to being realistic tho....seeing big fights often with 3k+ losses now in the pvp games. An some battles even over 5k+

However last stands are still pathetic endeavors and in general worthless strategically the way the game plays out. If a last stand could last longer than a week or two---and two only because the attacker usually leaves little behind to deal with them.....and actually kill some of the attackers as they are wiped it would make leaving units behind worthwhile. At current it is rarely worth it to leave anyone behind unless its a really junk unit just to zoc something or make them spend movement to kill it. Yes the changes have made the pocketed units alittle stronger but not much really.

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RE: WitE 2 - 6/22/2016 6:19:41 AM   
SigUp

 

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Regarding Soviet runaways, you'll never completely eliminate it as a strategy unless you ban it with some hard restrictions like unit freezes etc. However, I don't think that should be done, completely eliminating one way of playing the game. What needs to be done is increase the attractiveness of fighting forward, and by what I've heard WitE2 is trying to do this.

You can burn off MPs for the opponents and the opponents supply stock (which can come quite scarce) with attacks even if they fail. Also, the losses have been adjusted where a lost battle doesn't leave the defender with only very light and insignificant losses. And also, units in pockets don't immediately become ants that can be destroyed in a single turn after the encirclement. So unlike WitE there is a real incentive for the Soviet to fight at the front, attrit the German units and buy time. Also, with the logistics system depending on depots it may be worth it to go out of one's way to defend a key rail hub to deny the Germans the use of it for as long as possible.

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RE: WitE 2 - 6/22/2016 6:57:21 AM   
sillyflower


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quote:

ORIGINAL: Flaviusx

If WITE2 can fix logistics, the silly Lvov opener, and various and sundry other issues,


The Pathans have a saying: 'you measure the status of a man by the status of his enemies'

Can a girl therefore measure her status by the status of her troll?

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RE: WitE 2 - 6/22/2016 7:39:50 AM   
loki100


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quote:

ORIGINAL: Michael T

It will come down to what is best to survive. Stand and fight, or runaway. I am yet to see a game on this subject where it is in the players interest to stand. It is always better to run, consolidate and stand when you are ready or can't possibly retreat any further. Remember the only reason on many occasions that the combatants remained and stood was due to the direct orders of Hitler or Stalin. I doubt naturally occurring conditions due to operational advantages will simulate the effect of being forced to stand when common sense says run. That, IMO is a true challenge of ones skill, being forced to fight in situation where if you were given free rein would avoid. IMO a player will pack up and run every time he fears total destruction of the local forces, no matter how much damage they will do in fighting to the death.

If WITE 2.0 solves this issue. It will be the first.


Several bits point in that direction.

a) believe me (and others) the Lvov fantasy opening of WiTE1 is off the cards.
b) at the moment it seems to make more sense to keep close to the historical axis plan than the norm in WiTE of spinning off Pzr corps into AGN/AGS (in part due to the above)
c) that means the opening campaign in the Ukraine is bruising (for both sides). With the axis you want to try and tip SW/S Fronts over the edge by small encirclements and degrading the combat effectiveness of sufficient units - this is much more a valid tactic than in WiTE as:
d) combat really does kill. I'm commonly seeing battles with combined losses > 6,000. That means that attritional attacks - where you outnumber the enemy in manpower/guns but lack the combat values - can pay off.
e) the rail cap rules present the Soviets in the south with a lot of problems. Rail evac is probably near impossible as you need the fixed capacity pulling in supplies/fuel/ammo/replacements and, of course, sending out your industry.
f) going back to (c) the result is that slowly the Soviets in the south degrade

And then more generally

g) operational pauses seem to make much more sense than in WiTE. Resting and re-organising the Luftwaffe for major blows pays off as does letting supply build up - at the same time you regain MP and increase your combat values (due to the prep points)
h) encircled units can be a major problem to deal with, unlike in WiTE where being cut off was the decisive way to kill (see (d) above. So salients are more viable, dealing with major pockets a multi-turn bruising process.

To put the impact of (d) into context in my last Axis AI vs Soviet test by the start of December I'd lost close to 3m men. The AI in WiTE struggles to get you close to 1m. The AI in WiTE2 is still less effective at pocketing than a player so this reflects the combat engine. Worth noting that routing units rather than encircling is no longer slopply play - it wrecks that Soviet formation for some time and the Soviets are short on manpower from the start.

I think there are good reasons for a Soviet fighting retreat. Its not mandated but there are rules in place or being developed that mean the quicker you cede territory the quicker the enemy is ready and dangerous further east. My feeling is the building blocks towards a game with realistic operational pauses, sectors where neither side can or want to do much and swings of advantage are already there.

quote:

ORIGINAL: SigUp

... Also, with the logistics system depending on depots it may be worth it to go out of one's way to defend a key rail hub to deny the Germans the use of it for as long as possible.


As in WiTW this matters. Supply does not come from a functioning rail line, it comes from that (or a port) plus a depot. One way to stop the enemy building a new depot is to keep the hex in a zoc. Even a one turn delay can be critical as it takes 2-3 turns for a depot to become properly operational.

< Message edited by loki100 -- 6/22/2016 7:45:58 AM >


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RE: WitE 2 - 6/22/2016 10:44:06 AM   
EwaldvonKleist


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Fight forward: As far as i know, it would have always been better to retreat in history, whether in early operation Barbarossa for the soviets or late war for the germans (pockets in the south, prior to bagration etc.). So a "historical" game engine will support such tactics. If you want historical play, you have to include the influence of the leaders in some way. When your 6. army at stalingrad is severely threatened, a player will withdraw it. But if the game engine steals MPs from it because of "Führer Orders", you cant move it out. This is just super difficult to program because social-cultural and "crazy leaders" effects are hard to press in numbers and algorithms.

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RE: WitE 2 - 6/22/2016 11:04:23 AM   
morvael


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quote:

ORIGINAL: SigUp

And also, units in pockets don't immediately become ants that can be destroyed in a single turn after the encirclement.


I had an encirclement in WitE that took 5 weeks to clear, and that fast only because two panzer corps were redirected to help :-)

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RE: WitE 2 - 6/22/2016 11:05:50 AM   
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Stealing MP is a bit artificial solution, victory conditions are better solution.

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RE: WitE 2 - 6/22/2016 11:57:09 AM   
HMSWarspite

 

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I agree that militarily, running away is often the best answer. The reason why it wasnt done more in Russia (and other places) is the influence of other factors (prestige, politics, resources and so on). So I agree with the use of victory conditions to drive the 'right' behaviour. In WitE there was no cumulative victory measure, just the two extremes (290 vp for GE and capture Berlin for the sovs. Some form of territory times time measure would also assist.

On the other side of the coin, witw has an allied turtle risk (because of the negative VPs for casualties which offset capturing cities) I don't think this will be a risk in WitE 2 due to the high casualty tolerance of both sides and hence the lack of need for casualty points. But let's make sure that risk stays out too.

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RE: WitE 2 - 6/22/2016 11:57:21 AM   
EwaldvonKleist


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Stealing MP are for sure artificial, but they mirror the problem of supreme leaders not allowing the field commanders doing the things they want.
Victory Conditions: I have now idea how to set VC in a way that creates a stalingrad like battle. VCs have to be very dynamic for this and how to teach this to the computer?
I have no satisfying solution for this. I just wanted to point out that a historical game engine will not produce historical results because both sides wont play like Hitler and Stalin.

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RE: WitE 2 - 6/22/2016 12:02:44 PM   
Karri

 

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quote:

ORIGINAL: EwaldvonKleist

Stealing MP are for sure artificial, but they mirror the problem of supreme leaders not allowing the field commanders doing the things they want.
Victory Conditions: I have now idea how to set VC in a way that creates a stalingrad like battle. VCs have to be very dynamic for this and how to teach this to the computer?
I have no satisfying solution for this. I just wanted to point out that a historical game engine will not produce historical results because both sides wont play like Hitler and Stalin.


Well, one solution is to give dynamic objective. Ie. at the start of turn one German player can decide his objective for 1941. For example in the south capture Kiev, or earn triple the VPs and capture Rostov; fall short and Soviets gain vps. Or something along these lines, though it is quite hard to figure out an actual working system.

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RE: WitE 2 - 6/22/2016 12:36:07 PM   
EwaldvonKleist


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This is not exactly what i mean. I am talking about a system which, however it works, recreates dumb moves like let your 6th army get encircled in stalingrad (or allow the germans the kiev encirclement). This both were results of political decisions to hold a position which can't be hold. The system has to be very dynamic. When for example soviets are approaching smolensk in late 1943, the system has to make this a "symbolic city". In another game (or maybe earlier in the same game) stalingrad or rostov or moscow is the symbolic city. This can change from one turn to another like the mind of stalin and hitler.
I am not sure whether such a game mechanic is good because it means that the players are overruled in some way.
My main point only is: Realistic mechanics don't create realistic games because players don't make irrational decisions like the historical leaders. So we maybe need additional game rules to make them playing irrational in some situations, but it is questionable whether this is really a step into the right direction.

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RE: WitE 2 - 6/22/2016 3:06:27 PM   
Capitaine

 

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Fighting for particular territory rather than running away is all a political matter. To simulate this there must be some political component in the game, either supreme leader commands, victory points, a national morale, etc., to make it more compelling to stand rather than incur the resulting penalties. Even if defending is changed to be more effective, that alone won't change the run away strategy to preserve the army, unless the defenders are bolstered so much that the historical pace of Barbarossa is sacrificed. So what would make standing to fight more desirable than losing large portions of the army?

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RE: WitE 2 - 6/22/2016 3:07:03 PM   
Flaviusx


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Loki that all sounds really good to me. We've come a long ways since 2010 here.

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RE: WitE 2 - 6/22/2016 3:10:30 PM   
Flaviusx


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quote:

ORIGINAL: Capitaine

Fighting for particular territory rather than running away is all a political matter. To simulate this there must be some political component in the game, either supreme leader commands, victory points, a national morale, etc., to make it more compelling to stand rather than incur the resulting penalties. Even if defending is changed to be more effective, that alone won't change the run away strategy to preserve the army, unless the defenders are bolstered so much that the historical pace of Barbarossa is sacrificed. So what would make standing to fight more desirable than losing large portions of the army?


The flipside of that is if the game makes it incapable for the defender to defend, it will be unplayable.

Let's get real here. How on earth does anybody hold on to Kiev until September in vanilla?

It cannot be done. Not with SW Front going up in smoke on turn 1 rather than on turn 12.

So this whole talk about VPs and politics or whatever is just vaporware. You can't even begin to be serious about this stuff unless the other game systems make it feasible. And at present they do not. Runaways are dictated by present game mechanics.

< Message edited by Flaviusx -- 6/22/2016 3:13:39 PM >


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RE: WitE 2 - 6/22/2016 4:10:32 PM   
Northern Star


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Is there still a chance to reinforce a particular front in WitE 2.0, for example if I want to take Leningrad before the summer of 41 ends, or heavily reinforce the Army Group South to take the industrial cities (also during the summer of 41) can I still do that?

How much turns does it take to arrive on average for example to take Leningrad, or Moscow, or the industrial cities in the south?

Let me know… I’m so curious!


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RE: WitE 2 - 6/22/2016 4:40:59 PM   
MechFO

 

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quote:

ORIGINAL: EwaldvonKleist

This is not exactly what i mean. I am talking about a system which, however it works, recreates dumb moves like let your 6th army get encircled in stalingrad (or allow the germans the kiev encirclement). This both were results of political decisions to hold a position which can't be hold. The system has to be very dynamic. When for example soviets are approaching smolensk in late 1943, the system has to make this a "symbolic city". In another game (or maybe earlier in the same game) stalingrad or rostov or moscow is the symbolic city. This can change from one turn to another like the mind of stalin and hitler.
I am not sure whether such a game mechanic is good because it means that the players are overruled in some way.
My main point only is: Realistic mechanics don't create realistic games because players don't make irrational decisions like the historical leaders. So we maybe need additional game rules to make them playing irrational in some situations, but it is questionable whether this is really a step into the right direction.



In many cases they weren't per se irrational decisions, but bad decisions made due to faulty interpretation of the situation combined with additional elements like temparent, predisposition, prestige etc.

This can't be replicated because players have a very good idea of their own and the other sides capabilities in a specific time frame. The Germans should not know if the Soviets have 4 or 7 million men under arms and vice versa. The Germans also shouldn't know it's better to attack in 41 than 44, and for the Soviets vice versa.

There IMO only 2 solutions. One is to take an extremely deterministic view (WITE goes in this direction with it's morale, German TOE/OOB design and first winter rule) and try to guide the overall flow even if the details and events are different, or go the open route, give out the approximate resources for the user to use as he see fit (Soviet TOE/OOB system) and then tie the flow to on map triggers that fire or don't.

WITE is quite deterministic, though I personally prefer sandboxes.





< Message edited by MechFO -- 6/22/2016 4:46:16 PM >

(in reply to EwaldvonKleist)
Post #: 777
RE: WitE 2 - 6/22/2016 5:42:47 PM   
loki100


Posts: 10920
Joined: 10/20/2012
From: Utlima Thule
Status: offline
quote:

ORIGINAL: Northern Star

Is there still a chance to reinforce a particular front in WitE 2.0, for example if I want to take Leningrad before the summer of 41 ends, or heavily reinforce the Army Group South to take the industrial cities (also during the summer of 41) can I still do that?

How much turns does it take to arrive on average for example to take Leningrad, or Moscow, or the industrial cities in the south?

Let me know… I’m so curious!



one big issue is that supply delivery is much more of a challenge. Its hard to explain without the map but the Ukraine basically has one major rail line to Lvov and then that branches out. Rails have capacity so this means you can't support an unlimited number of units.

Bielorrusia to Minsk has 3 major west-east lines and then quite a decent network Minsk to Moscow et al. But Minsk is a bottleneck (till you have the north bank of the Dvina under control). Up to Leningrad is not too bad and the ports help.

If you overload a supply system (combination of rail cap and depot cap), quite simply you will run out of supply/ammo/fuel and/or replacements.

So you could do a WiTE style Pzr focus on the south but they will really struggle - at least till you have the Gomel-Minsk line up and working and running down towards Kursk.

At the moment, I am mostly sticking fairly close to the historical plan. I think I am going to experiment with reinforcing AGN but I'd be very cautious about sending more into the Ukraine till you have taken the eastern end of the Pripyet (and linked up the rails).

Other constraint is with fixed airbases, you simply have to spread out the airforce much more - and getting the short ranged stuff into action can be a struggle. You come to quite like the Me-110s for their range. This affects resupply as the Ju-52s tend to have to stay in German Poland and be a bit spread out - its hard/impossible to concentrate them all to support say AGS.

There are tricks though. Keep a sector static (that reduces demand) - of course you need your friendly Red Army to help you out by not pounding your front line. Be prepared to radically rotate formations. I'll leave infantry corps that bore the brunt of the border battles and pocket clean up back in Poland. They are not pulling supply that is meant for your front lines. You can also do a lot by varying the supply priorities of depots and HQs.

All this is from WiTW as well, but the scale of WiTE2 is cleary very different.

edit: progress rates are all over the place so hard to say. Some early games/builds it was feasible to clear the board. Now I think that Leningrad is going to be very hard to take (map changes) but I think I know how. The issue for the Germans is the historical dilemna - is it worth burning off so many men, supply and ammunition to take? Moscow - not sure, I'm doing a PBEM where I think I'll end up very close but I doubt I'll take it. South, mostly seeing Kharkov-Kursk-Dombas fall.

But at the moment there are enough game systems missing or being refined so don't read too much into this.

< Message edited by loki100 -- 6/22/2016 5:51:40 PM >


_____________________________


(in reply to Northern Star)
Post #: 778
RE: WitE 2 - 6/22/2016 5:45:15 PM   
Karri

 

Posts: 1137
Joined: 5/24/2006
Status: offline

quote:

ORIGINAL: EwaldvonKleist

This is not exactly what i mean. I am talking about a system which, however it works, recreates dumb moves like let your 6th army get encircled in stalingrad (or allow the germans the kiev encirclement). This both were results of political decisions to hold a position which can't be hold. The system has to be very dynamic. When for example soviets are approaching smolensk in late 1943, the system has to make this a "symbolic city". In another game (or maybe earlier in the same game) stalingrad or rostov or moscow is the symbolic city. This can change from one turn to another like the mind of stalin and hitler.
I am not sure whether such a game mechanic is good because it means that the players are overruled in some way.
My main point only is: Realistic mechanics don't create realistic games because players don't make irrational decisions like the historical leaders. So we maybe need additional game rules to make them playing irrational in some situations, but it is questionable whether this is really a step into the right direction.



Well, that's what I mean: you let the player choose the symbolic city or VP location or whatever(and these should always come with a turn limit), and penalise them if they don't capture it and dish out lots of points if they do. I don't think overruling the player is possible, so the game or the designer setting these objectives usually doesn't work out. It would have to work on several levels and in several situation though, which would make it rather hard to come up with a proper working system.

For example at the start of Barbarossa you give the German player several options to choose from, of which one could be to capture Kiev(or Moscow, Leningrad, Stalingrad or any other city or multiple cities, or objectives in other words) by turn x. The Soviet player gets a whiff of this(or not?) and has to judge if the possible loss of men is worth denying the VPs to Axis...or for example if the Axis don't get the city by turn x they lose a certain amount of VP.

Of course, this would create a zillion balance issues...in any case, the normal system hardly ever works.

(in reply to EwaldvonKleist)
Post #: 779
RE: WitE 2 - 6/22/2016 6:02:44 PM   
von Beanie


Posts: 295
Joined: 6/3/2002
From: Oak Hills, S. California
Status: offline
FWIW, I have always liked the feel of WITE 1.0 As the Soviet I always tried to maintain a controlled but steady retreat, and the results have been reasonably historical. I don't see the need for a massive reworking of the system.

In my opinion the Lvov opening could have been easily corrected by allowing for manual, or perhaps random, readjustments of some Soviet rear area formations before turn 1. This could be justified because the location and composition (i.e., KV tank units) of several of these formations was unknown to the Germans. The Lvov opening would be extremely risky to try if the Germans don't know, in advance, the exact size and position of every Soviet rear-area unit. Just allow the computer to adjust the initial positions of Soviet rear units before turn 1 and many of the opening turn gambits will disappear. I sure hope the new design will permit some flexibility on all three fronts in this regard.

(in reply to loki100)
Post #: 780
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