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Big ports - 7/10/2003 9:00:40 AM   
herbieh

 

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Not being able to build big ports in the entire course of the war seems very reasonable to me. The best example I can think of is Garden Island Naval base Sydney.

Massive effort begun in 1939? or early 40 to build a battleship capable drydock, in a very suitable spot, right at the heart of a nations industry, and not completed until early 1945, when BB KGV was docked as part of the UK pacific fleet.
It also already had repair facilities, but the expansion required to bring it to major fleet requirements was massive.
For the Aussies here, are you aware that there used to be, and still is (for some) complete tunnels from GI under the harbour to MHQ at the cross and to the city, and that GI is like a rabbit warren underneath?, all dug during the war.
Rumour(please note,rumour only) has a tunnel to watson (north head )as well
Ive been in one of the shorter ones under the island.
(they are very scary tunnels too!!!:D

(in reply to norsemanjs)
Post #: 31
- 7/10/2003 10:40:33 AM   
madflava13


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Raverdave,
Don't forget Truk/Wewak/any other bases the Allies bypassed...

Herbieh,
I've not heard of those tunnels. If you have some more info, I'd love it if you started a different topic on them - I admit I'm still learning as I go when it comes to the Aussie effort in WW2 - too much U.S. publishing in my life!

Regards,
Chris

_____________________________

"The Paraguayan Air Force's request for spraying subsidies was not as Paraguayan as it were..."

(in reply to norsemanjs)
Post #: 32
- 7/11/2003 2:35:26 AM   
babyseal7

 

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"but aside from locations like Guadalcanal where they had to build up under attack, I can't remember them running out of supply or ammunition before they ran out of soldiers to expend it."

The true effect of the lack of supply isn't in what they got, but what they didn't get. To generalize, in most cases of island assaults the real effect of a lack of supply wasn't beans and bullets, but the lack of heavy weapons, construction equipment, cement, structural steel, wire, ect. used to fortify those positions. If you look at some of the manifests of ships sunk in-route to these islands, you'll see that things could POSSIBLY have been much, much, MUCH different had those islands been fortified as the Japanese intended. Many (most) of them were very close things...in spite of the fact that the Japanese were forced to do some serious improvising. Had the islands been fortified better, it's very doubtful the Allies/US would have been willing/able to pay the blood price needed to do the job.

"In UV it seems as if a heavy and continuous bombardment is able to blow away the supply before the Allies land. Has anyone else noticed this?"

Yup. Goes with bombardment and air attack as well...I've been to places in the Pacific where almost 60 years later it still looks like a lunar landscape, yet the Japanese still fought there effectively. The only time Japanese units suffered from a lack of supply was in overland attacks (NG, GC, ect.), bases left to "wither", and a temporary lack of supply to frontline combat units that happens to EVERY army (which did happen to the IJA more often due to their sorry Log tail capabilities).

You want a game that'd be worth playing? Give me, as the Japanese player, the opportunity and tools to straighten out the Japanese logistics situation to the point they historically could have...build ASW capability and assets...dedicate some resources to giving my transportation units some heavy load/unloading equipment...put better cargo handling gear on my ships...give me the engineer equipment they had historically. Unfortunately, in these games, you're always forced to fight the war with the same handicaps they did historically...the Japanese didn't lose the war at the front-lines, they lost it at the home islands/GHQ. Until some attention is given to logistics and support functions, the Japanese player is always going to be playing a game where he's just moving counters around, and being forced to execute the failed policies of some dead Jap guys who croaked out 60 years ago.

(in reply to norsemanjs)
Post #: 33
- 7/11/2003 8:35:48 AM   
VicKevlar

 

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@Chiteng....knock off the inane trolling. Keep it in the AOW forum. I am most able to "define your actions". Got it?

@Rest.....if you wish to trade flames.....the AOW forum is a good place for it. Otherwise, don't bother.

Now back to your regularly scheduled thread.

_____________________________

The infantry doesn't change. We're the only arm of the military where the weapon is the man himself.

C. T. Shortis


(in reply to norsemanjs)
Post #: 34
- 7/11/2003 8:47:36 AM   
Chiteng

 

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[QUOTE]Originally posted by VicKevlar
[B]@Chiteng....knock off the inane trolling. Keep it in the AOW forum. I am most able to "define your actions". Got it?

@Rest.....if you wish to trade flames.....the AOW forum is a good place for it. Otherwise, don't bother.

Now back to your regularly scheduled thread. [/B][/QUOTE]

So you are saying that a poster can attack me and I cannot
defend myself? I think I will require a specific ruling on that.

_____________________________

“It is clear that the individual who persecutes a man, his brother, because he is not of the same opinion, is a monster.”

Voltaire

'For those with faith, no proof is needed. For those without faith, no proof is enough'

French Priest

"Statistic

(in reply to norsemanjs)
Post #: 35
To "babyseal7"... - 7/11/2003 9:28:20 AM   
Mike Scholl

 

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While the point of my comment was that I really didn't want
to see something like the Iwo Jima Garrison blown out of exist-
ance before the Marines landed, or unable to make the valiant
struggle that has left both nations with pride in the efforts of
thier forces, I must disagree with one of your statements. In
truth, the Japanese lost the war the day they decided to start
it.

I've pressed myself for a variant which assumed that the
Japanese equivalent of an "Albert Speer" took direction of their
economy in 1936, and where idiotic infighting among the two
services didn't exist. Something that would give the players
a more capable and better prepared Japan to fight with. I've
always felt that a more "even" fight would be more interesting
to play for both sides. But as long as the Japanese choose to
go to War with America, they will be totally out-classed and out-
gunned in the end. A more sensible and better thought out
preparation of their Economy for war would certainly have been
possible---but it could only make better use of what was there.
They are still taking on the world's greatest industrial and econ-
omic power. Taken by value of goods produced (about the only
way of measuring the relative value of the apples and oranges,
grapes, pears, watermelons and such which make up war pro-
duction), Japan barely out-produced General Motors during the
war---and General Motors had to totally re-tool just to get into
war production. At bottom, they are still just a good and plucky
"fly-weight" stepping into the ring with the heavyweight champion
of the world. They may get in some "shots", but enevitably they
will get their heads handed to them.

My earlier point was that I wanted to see the Japanese able
to put up the kind of "last-ditch" defenses they did historically in
the game as well. And that I didn't think the UV bombardment
results system was going to be able to model that. But if you
want to mount a campaign for the inclusion of a "Hirohito's Wet
Dream Scenario" in the game, I'll be right there beside you to
help make the plea. But even the best of co-operation and plan-
ning can only improve their situation. Remember..., Japan was
an ISLAND Empire that began WWII owning only 60% of the ship-
ping it needed for it's own PRE-WAR Economy! Shortfalls like that
(and the Japanese had a lot of them) can't be totally overcome
with only rationalization of production. And if you want to give
Japan the resources, industrial and technology base, and the
managerial potential of the United States; then you will have to
call it "Fantasy in the Andromeda Galaxy". It isn't possible in the
1940's on this Earth.

(in reply to norsemanjs)
Post #: 36
- 7/11/2003 1:47:04 PM   
madflava13


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Mike- I agree with you whole-heartedly... I prefer straight historical scenarios generally ( I love to see how I match up against history's greats), but the "What-If" scenarios are also a lot of fun. It's easier to model what-ifs for Europe though, because the outcome was much more in doubt. I agree with your statement that Japan was doomed the minute the first shot was fired... Yamamoto said this best. Unfortunately, we're talking about game design. There's no game that will model this conflict so accurately that doesn't guarantee an Allied victory in the end. America simply out produced Japan, and there's no way to cure that to make the game even.

This is why I think auto-victory conditions are vital. Japan cannot win a straight out war with America. Under certain conditions though, victory could be possible...

That's my $.02... Let's hear otherwise boys.

PS- This forum's the most informed an intelligent I've been with...

_____________________________

"The Paraguayan Air Force's request for spraying subsidies was not as Paraguayan as it were..."

(in reply to norsemanjs)
Post #: 37
- 7/11/2003 11:41:40 PM   
Snigbert

 

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Another option is gradual increases in victory points awarded to Japan for Allied losses as the war progresses. Something like:

41-42 = 100% VP Award for Allied Losses
43-44 = 150% VP Award for Allied Losses
45-End = 200% VP Award for Allied Losses

That could help compensate for the increased difficulty in getting kills for the Japanese as the war goes on...


Fortunately the Grand Campaign scenarios are going to be the only ones affected as badly by the 'overwhelming US production', but smaller or regional scenarios can be played where things will be more balanced. It's the scenarios that go to 44-45 where things will get really frustrating for Japan.

I agree auto-victory conditions should be included as well, but they should be optional. Some people will want to go with ultimate realism, and wont be convinced that an auto-victory condition would really win the war...What do you folks think would have been 'amazing' enough victories for the Allies to have sued for peace? Taking India? Hawaii? Australia? West Coast? They will all be more or less impossible, but I think those events would be huge enough for an auto-victory. Since the scale of the game is increased so much, you cant justify capturing Noumea before January '43 would put an end to the war like it does in UV.

What about the idea of mini-missions, similar to what they had in PTO II. Every month, 3 months or 6 months the AI assigns you a primary, secondary and tertiary goal and if at the end of that time period those goals have been met, you receive bonus victory points. These goals would of course be much more difficult for the Allied player to achieve. An example, the Japanese player at the start of the grand campaign gets the following 6 month goals: Primary- Sink X number of American Ships at PH Secondary - Occupy the Phillipines Tertiary - Occupy Singapore
At the end of 6 months the AI evaluates if the goals have been met and awards extra vps. The Allied player at the same time gets the following 6 month goals: Primary - Hold Phillipines Secondary - Hold Wake Island Tertiary - Hold Singapore

Just some ideas that were bouncing around in my head, these aren't anything that are in development right now as far as I know.

_____________________________

"Money doesnt talk, it swears. Obscenities, who really cares?" -Bob Dylan

"Habit is the balast that chains a dog to it's vomit." -Samuel Becket

"He has weapons of mass destruction- the world's deadliest weapons- which pose a direct threat to the

(in reply to norsemanjs)
Post #: 38
- 7/12/2003 12:16:45 AM   
madflava13


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I'd personally prefer the sliding points scale you mentioned Snigbert. That way I can still do what I want as an Allied commander, but I am pressured to do something lest I lose on points for stalling...

_____________________________

"The Paraguayan Air Force's request for spraying subsidies was not as Paraguayan as it were..."

(in reply to norsemanjs)
Post #: 39
- 7/12/2003 2:46:10 AM   
Snigbert

 

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I think the different ideas each have their merits, which would why they would be good options. I wouldn't neccessarily like having 'high command' give me orders or priorities, but it is realistic that a commander like Yamamoto or Nimitz would have to bow to political pressures.

Also if they were options you could have combinations...such as auto-victory on, sliding vp awards on, AI assigned missions off

_____________________________

"Money doesnt talk, it swears. Obscenities, who really cares?" -Bob Dylan

"Habit is the balast that chains a dog to it's vomit." -Samuel Becket

"He has weapons of mass destruction- the world's deadliest weapons- which pose a direct threat to the

(in reply to norsemanjs)
Post #: 40
- 7/12/2003 10:26:30 AM   
estaban

 

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Maybe the thing to do is to make "fixed" ports like Pearl Harbor much better at repairing the WITP equivalent of "system" damage in Uncommon Valor. Make any major "shake and bake" anchorage like The Admiraltys or Ulithi or Eniwitok good at repairing fire and flood damage, then the ship has to be sent back to Pearl/West Coast/Sydney for real repairs.

(in reply to norsemanjs)
Post #: 41
Probably a little too early.... - 7/12/2003 10:59:54 AM   
Mike Scholl

 

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From: Kansas City, MO
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......to get too worried about "victory conditions". Once the play-
testers have beaten the "alpha" version into some sort of shape
we'll have a better idea just how historically accurate play is
going to be. If they succeed is getting it "right", then the
Japanese players can compare their performance to that of the
real event and judge their "victory" accordingly. The latest note
from a playtestor I've seen suggests that in the alpha the early
expansion of the Japanese goes VERY well against the computer.
Which also suggests that the Allied "comeback" may roll quickly
once it gets going. Of course, it could also mean that the AI is
a totally incompetent opponent, and that if you can't beat the
crap out of the computer from either side you shouldn't try a
game against a real player.

The Allied Side probably doesn't need victory conditions at all.
If September of 1945 rolls around, and you haven't beaten the
Japs to a pulp, you lose. For the Japanese Player it may be more
a matter of "how pulpy" you've been beaten---a harder thing to
quantify.

(in reply to norsemanjs)
Post #: 42
- 7/13/2003 1:36:57 AM   
Snigbert

 

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[B]The latest note from a playtestor I've seen suggests that in the alpha the early expansion of the Japanese goes VERY well against the computer. Which also suggests that the Allied "comeback" may roll quickly once it gets going.[/B]

I dont see that one neccessarily follows the other, as there could be reasons other than AI for the ease of Japanese expansion. Anyway, as you pointed out it is so early for balance issues...as new features are still being implemented in the game and whatnot. Beta testing is where more of the balance issues are resolved (or with most other companies in patches after release).

_____________________________

"Money doesnt talk, it swears. Obscenities, who really cares?" -Bob Dylan

"Habit is the balast that chains a dog to it's vomit." -Samuel Becket

"He has weapons of mass destruction- the world's deadliest weapons- which pose a direct threat to the

(in reply to norsemanjs)
Post #: 43
- 7/13/2003 5:51:01 PM   
HMSWarspite

 

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I think the debate about victory conditions is an important one. I will say to begin with that I am only interested in playing historical scenarios, or ones based on small what ifs around historical ones. I might go as far as a 'Speer hits Japan in 1936' type varient, however the change would have to reflect the real situation. In other words this mythical guru might be able to increase merchant shipping out put by say 10%, but there would be a cost (either money/economic) etc, because more steel is used etc. This would effect say supply output or something. He might even manage to rationalise IJN/IJA rivalry, although I think that would be pushing it. Say Army standardises on a version of the Zero, but still limited to a different version from the navy, limited production rates etc. Turning Japan into a mini US does not interest me.

The point of the ramble above is that victory conditions should be able to cope with a very unbalenced game, and should give the Japanese player realistic chances to 'win' (the game, NOT the war!). I do not want ahistorical changes to Japan to 'balance' the game (UV scen 19 I hate!). I usually think that, for reasonable length strategic games, history acts as a good bench mark. Given the advantages a player has (knowledge of what happened, 'eye in the sky', unified plans etc) not doing as well as history is a loss. Historical results are a draw. To win, you really need to beat history.

I like the casualties VP ramp up system (as PACWAR). It allows the Allies to fight hard to begin with, but subtly puts constraints on the use of the overwhelming strenght later (you need to use the strenght to minimise the casualties, rather than some manic multiple front logistical nightmare of an advance). The only point I would make, is why step it up in big steps? How's about ramping it (x%/month). Or better yet, do it on total casualties (if casualties are less than x, score mutliplier 1.0, x to y score 1.1, and so on up to 2, 3 or even 4 times.) You could also do it by nationality, e.g. Dutch casualties go above a level, their multiplier goes up (assuming VP for cas is the sum of all the national cas, just like PW). Thus giving the Japanese incentive to 'knock' countries enough to take them out of the war. A big issue I had with PW was the monolithic Allies (no problem with ships, troops, etc all mixing freely). Any constraint on this has to be good in my book.

The national levels thing could also be used as a multiplier on effectiveness, i.e. at a level of casualties, all units suffer 5% effectiveness loss, etc (level break points representing significant fractions of total forces present?). You could even make them reversable - say UK defends Malaya to the last, and takes lots of losses, suffers a hit of 5, 10% etc in effectiveness (morale). Then as reinforcements come in, (and presumably the troops aren't used as much) the losses drop as a proportion, and the effectiveness loss decreases.

This sort of thing could also be applied to the Japanese, but with probably high thresholds and small effectiveness losses, to address some of the 'how do I stop the historical decline of the troops/airmen quality'? discussions...answer do better. This would then replace some (not all) of the hardwired decline in quality.

This counts as a random brain dump, and shows how disordered my brain is on average!

:D

_____________________________

I have a cunning plan, My Lord

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Post #: 44
- 7/14/2003 1:33:52 AM   
babyseal7

 

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It's not a question of "Albert Speer hits Japan" or a "mini-US", it's a question of you, as the overall commander, being able to implement those reforms/procedures that you would IRL be within your abilities to effect.

ASW capabilities, whether techniques, more escorts, or research is probably a prime example. Even marginally more effective ASW equates to more ships afloat, which in conjunction with new ship construction means more resources making it to the factories, which means more production of war materials, and less resources/production capability being diverted to replace ships being sunk by subs. By the end of the war, the Japanese had oil in the west they couldn't get to, and food/resources sitting on the docks to the north they couldn't transport, and their industry idle due to the lack of materials/fuel. It was a vicious cycle. Nothing is for free...there'd be costs to effective ASW. But, downstream, the price paid would be worth it. Keeping ships afloat is much cheaper than replacing them.

This isn't Albert Speer, this is YOU asserting your position as Supreme CinC. Heck, even the Brits (and then later the US) instituted ASW reforms eventually once the U-Boats started cleaning their clocks. Even an incremental advance in IJN ASW capability would pay enormous dividends over the course of the war, the only people brain dead enough not to recognize this was the IJN command. Even the IJA tried to get them to do something.

"What if" even 25% of the shipping that was historically sank enroute, made it through to the islands that were to be assaulted by the Allies, with their cargoes of troops, construction materials, guns, and supplies? "What if" IJN ASW managed to sink/seriously damage/scare off 25% of the limited number of US fleet boats available (and they were being built as fast as possible). There are a huuuuuge number of assumptions that went into the interminable "okay, IJN ASW feels about right historically" debates for UV. "What if" you, as the CinC, built hundreds of escorts instead of those useless BB's? Instituted reforms; ASW research, centralized C&C, convoy systems with effective escorts, dedicated ASW aircraft, ect? By the end of the war, the U-Boats had been rendered almost totally ineffective..."what if" the USN boats were rendered only 75% effective?

Yeah, the Japanese were doomed to lose. But, if they'd fought a "smarter" war, the actual outcome might have been somewhat different. We're already "re-fighting" the war with the benefit of historical hindsight, so "historical accuracy" for anything other than limited scope scenarios is out the window. UV is an example of fighting a limited scope scenario...we know what they had, and how they were setup historically. WitP is an entirely different cat. We're the "Supreme Commander" for the entire theatre, and should therefor have the ability to impact gameplay in ways other than just shuffling counters around.

(in reply to norsemanjs)
Post #: 45
- 7/14/2003 3:15:17 AM   
pasternakski


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Thanks for the thoughtful commentary, Warspite and babyseal.

I tend to agree that the player's control over production and R&D matters should be limited, due to the fact that the player is the commander of military operations, not the political or social figurehead. A game that makes you Roosevelt or Tojo might be fun, but this isn't it. Further, a game that puts you in charge of economic and technological development leading up to WWII also might be interesting, but, again, that's not who you are going to be in WitP.

One interesting sidelight on this for me is that the Allied commander isn't really Nimitz, but some abstract quantity who controls the in-theater operations of the armed forces of various countries. On the Japanese side, the player isn't really Yamamoto, either, as there are more forces involved than merely Combined Fleet. At the same time, you don't seem to be as highly placed as King or Tojo (or Roosevelt or Hirohito, for that matter). Still, you are superior in the command structure to the likes of Chiang Kai-Shek and the various political leaders of nations and quasi-nations in the area. How do you stand vis-a-vis Winston Churchill? The Australian Prime Minister (whose name escapes me at the moment)?

So who are you in WitP? How much control do you (or should you) have over manufacturing, allocation of resources, development of various war-fighting capabilities (such as ASW), and so on?

I think that there needs to be a clear expression of what the player's role is before the design assigns you to that role. Then, the degree of control over production and the rest (including loss of "political points" for various decisions you might make and the effect on "victory conditions") can be decided sensibly.

I don't like the idea of having "points" for things that are not really under my control decide the outcome of a game from a "win or lose" standpoint. If I am the theater military commander, my performance in the game needs to be evaluated on the basis of my accomplishments (or lack of them). For example, if there is to be an escalating directive on the Allied side requiring mimimizing casualties, fine, but it needs to be clear in the victory conditions that this is an outside political concern before MY win-loss evaluation is made.

_____________________________

Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.

(in reply to norsemanjs)
Post #: 46
- 7/14/2003 4:05:21 AM   
babyseal7

 

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Who are you in WitP? Good question.

I tend to think (obviously) that you should have some ***limited*** ability to control your wartime environment. The effects of your actions should be reflected in gameplay. If I carefully manage my shipping (unlike the Japanese) via painful micromanagement and dedication of assets, what's in it for me?

To continue to use the ASW example, what if you do nothing more than use a larger percentage of your aircraft on ASW patrol (on convoy routes) as the IJN player than was used historically? In UV, this tends to suppress sub activity (and actually sinks one occasionally). This would have undoubtedly been true IRL. Obviously, this means more ships available for use in the limited UV gameworld. But what will it mean in the WitP gameworld? Will there be any strategic implications? More oil/resources being transported, thus resulting in more ship/AC/war material building points being available? Higher/faster industrial growth? Maybe I could get meaningful numbers of the excellent Japanese late war fighters into production in time to do some good?

People say the Japanese were doomed, because the US just flat out-produced them to death. Very true, and a key issue. This just highlights the importance of production/logistics. We're already more or less eliminating the effects of the Jp. Army/Navy rivalry to a very great degree because as the "Supreme Commander" I'm the one deciding what ships go where, and carrying what. The most concrete manner in which I, as the Japanese CinC, could effect the course of the war is in logistics, and those areas which impact logistics...because the US is just going to out-produce me, period.

If I do better, I can drag the war out, possibly repulse some of the island invasions, and possibly force an ahistorical outcome. Anyone care to speculate on the wars course IRL if the Japanese had repulsed the invasion at Tarawa, as one example? Could have happened. Iwo Jima, another close thing, where a great deal of the troops, equipment, and material was sank by subs in-route? A few shiploads of cement could make an enormous difference. How much "whithering on the vine" would have occurred, or rather when, if the Allies couldn't get a foothold?

(in reply to norsemanjs)
Post #: 47
Oh Really? - 7/14/2003 4:57:29 AM   
Chiteng

 

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I tend to agree that the player's control over production and R&D matters should be limited, due to the fact that the player is the commander of military operations, not the political or social figurehead. A game that makes you Roosevelt or Tojo might be fun, but this isn't it. Further, a game that puts you in charge of economic and technological development leading up to WWII also might be interesting, but, again, that's not who you are going to be in WitP.

********************************************

So sayeth Pasternaski. Who is neither a Matrix employee,
nor a Matrix PR representative.

His assumptions and assertions are not engraved in stone,
and are highly questionable. At best they can be described as
'what he wants to see' and nothing else.

The game is in testing now, and it is up to US, to let Matrix know
what we would like to see.

Why have production at all, if we do not intend to allow players to deviate from historical reality?

_____________________________

“It is clear that the individual who persecutes a man, his brother, because he is not of the same opinion, is a monster.”

Voltaire

'For those with faith, no proof is needed. For those without faith, no proof is enough'

French Priest

"Statistic

(in reply to norsemanjs)
Post #: 48
Re: Oh Really? - 7/14/2003 7:12:35 AM   
pasternakski


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[QUOTE]Originally posted by Chiteng
[B]So sayeth Pasternaski. Who is neither a Matrix employee,
nor a Matrix PR representative.

His assumptions and assertions are not engraved in stone,
and are highly questionable. At best they can be described as
'what he wants to see' and nothing else.[/B][/QUOTE]

I thought you were told to confine this crap to AoW.

_____________________________

Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.

(in reply to norsemanjs)
Post #: 49
- 7/14/2003 7:14:21 AM   
pasternakski


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[QUOTE]Originally posted by babyseal7
[B]Who are you in WitP? Good question.

I tend to think (obviously) that you should have some ***limited*** ability to control your wartime environment. The effects of your actions should be reflected in gameplay. If I carefully manage my shipping (unlike the Japanese) via painful micromanagement and dedication of assets, what's in it for me?

To continue to use the ASW example, what if you do nothing more than use a larger percentage of your aircraft on ASW patrol (on convoy routes) as the IJN player than was used historically? In UV, this tends to suppress sub activity (and actually sinks one occasionally). This would have undoubtedly been true IRL. Obviously, this means more ships available for use in the limited UV gameworld. But what will it mean in the WitP gameworld? Will there be any strategic implications? More oil/resources being transported, thus resulting in more ship/AC/war material building points being available? Higher/faster industrial growth? Maybe I could get meaningful numbers of the excellent Japanese late war fighters into production in time to do some good?

People say the Japanese were doomed, because the US just flat out-produced them to death. Very true, and a key issue. This just highlights the importance of production/logistics. We're already more or less eliminating the effects of the Jp. Army/Navy rivalry to a very great degree because as the "Supreme Commander" I'm the one deciding what ships go where, and carrying what. The most concrete manner in which I, as the Japanese CinC, could effect the course of the war is in logistics, and those areas which impact logistics...because the US is just going to out-produce me, period.

If I do better, I can drag the war out, possibly repulse some of the island invasions, and possibly force an ahistorical outcome. Anyone care to speculate on the wars course IRL if the Japanese had repulsed the invasion at Tarawa, as one example? Could have happened. Iwo Jima, another close thing, where a great deal of the troops, equipment, and material was sank by subs in-route? A few shiploads of cement could make an enormous difference. How much "whithering on the vine" would have occurred, or rather when, if the Allies couldn't get a foothold? [/B][/QUOTE]

Great post. I guess what we're saying is that we want the opportunity to do better than our historical counterpart did - whoever he was ...

_____________________________

Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.

(in reply to norsemanjs)
Post #: 50
Re: Re: Oh Really? - 7/14/2003 9:03:25 AM   
Chiteng

 

Posts: 7666
Joined: 2/20/2001
From: Raleigh,nc,usa
Status: offline
[QUOTE]Originally posted by pasternakski
[B]I thought you were told to confine this crap to AoW. [/B][/QUOTE]

He said no personal attacks. I have made none.

Pointing out reality isnt a personal attack.

_____________________________

“It is clear that the individual who persecutes a man, his brother, because he is not of the same opinion, is a monster.”

Voltaire

'For those with faith, no proof is needed. For those without faith, no proof is enough'

French Priest

"Statistic

(in reply to norsemanjs)
Post #: 51
- 7/14/2003 9:16:37 AM   
Ross Moorhouse


Posts: 2354
Joined: 1/5/2001
From: Sydney, Australia
Status: offline
Ok enough is enough. When one of the mods comes in here and lays down the law and it still keeps on going I step and and say ENOUGH NOW!!! THREAD IS LOCKED.

_____________________________

Ross Moorhouse

Project Manager
www.csosimtek.com
Email: rossm@csogroup.org

(in reply to norsemanjs)
Post #: 52
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