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NEEDED---Two Games

 
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All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> NEEDED---Two Games Page: [1]
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NEEDED---Two Games - 9/11/2003 5:48:56 PM   
Mike Scholl

 

Posts: 9349
Joined: 1/1/2003
From: Kansas City, MO
Status: offline
One thing that is quite clear from reading the posts and threads in
this forum is that MATRIX needs to offer TWO distinct versions/scenarios
for WITP to keep people happy. On one hand, they have the "Historians"
that want as much realism/accuracy as possible in the game, even if
it means playing the Japanese Side is going to be pretty depressing for
the participant. On the other are the "Gamers" who are willing to forgo
some reality/history if it makes for a more even and exciting contest.

The two are not mutualy exclusive in one game. If 2by3 developes
the system and basic scenarios to be as accurate and historical as is
possible, then it should be a relatively simple matter to offer an
"alternate history" version of each that simply modifies the Historical
Scenario according to a fixed storyline. It's just a matter of altering
the starting forces/reinforcements to match the "alternate history".

I'm not reccommending a total break with reality.., just one which
stretches credulity and assumes that in the early 1930's the Japanese
Government, Army, Navy, and Industrialists reach a consensus that a
war is inevitable and begin working TOGETHER to prepare for it. Simply
removing the infighting and petty bickering between these factions
would have made a big improvement in Japan's readiness. Toss in a
program of rationalization for military production, and an effort to
increase strategic stockpiles while reducing the reliance on foriegn
shipping, and you end up with a Japan that is much more "fun" to play.

Keep the War in China and all the other historical actions so that
the scenarios have the same base, but in "alternate history" production
is increased, rationalized, and simplified. Improved pilot schools provide
a larger flow of compatantly trained aircrews, the Navy gives up it's
hugely expensive "Super-Battleship" program in favor of additional CA's,
DD's, and CV's, The Army and Navy cooperate on weapons, equipment,
and common usage wherever possible, and industry modernizes it's
plants to improve labor/materials usage and costs. All this could have
allowed a 10-15% increase in "force pools" available at the start of the
War, plus (and more importantly) an increase in the quantity and quality
of the flow of reinforcements and replacements.

By no stretch of reality can you make Japan into an industrial super-
power like the US. But you could certainly at least DOUBLE it's historic
output during the 1st half of the war, which would keep it "competative"
(and therefor "fun) for a year longer at least. This would allow the folks
who want "play balance" rather than absolute historical reality a set of
scenarios they might have a chance of "winning". And the alternate
"Whole War" scenario wouldn't be so depressing to contemplate. Good
play and a bit of luck might see the Japanese still clinging to their "inner
defense perimeter in the summer of 1945. And without the scenarios
being so far "out of whack" as to produce utter disdane from the
"Historians". And after (if ever) both groups have exhausted the games
possibilities in their own view, they can always try out the other version
for a new perspective.

Anyway, it's a possibility which could bring an end to a lot of the
disputes in the forumn itself.., and maybe allow more concentration on
improving the basic game. That's my 2 cents worth anyway. Who knows, maybe it's even a nickle's worth.
Post #: 1
- 9/12/2003 2:22:10 AM   
HitMan52

 

Posts: 50
Joined: 7/22/2003
From: Long Island, New York
Status: offline
What you're suggesting was done in a huge board game developed and published years ago by Simulations Publications Inc. They released two games on WWII. One dealing with the European Theater and the other with the Pacific Theater. You were able to tweak production anyway you wished. The production aspect of the game mechanics allowed the players to spend or invest limited production points in order to introduce weapons systems much earlier than historically occured. For example Me262's and Panther tanks could be introduced much sooner if the player invested the appropriate production points. Of course by spending these point to accelerate a given weapon it would limit what you had available to produce currently. I think by allowing the player to make strategic R&D decisions would make WIP very interesting.

(in reply to Mike Scholl)
Post #: 2
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