Lokasenna
Posts: 9297
Joined: 3/3/2012 From: Iowan in MD/DC Status: offline
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I think the points system is great, so far as it goes, but that the victory conditions are miscalibrated. I think this is the result of it being essentially impossible to sufficiently play test the system as it was set up. Philosophically, to me, the point of victory conditions should be that, all else equal (i.e., player skill), each side should have equal chances of achieving a victory as coded. And that is where I think the system fails. All else equal, I think it is nearly impossible for Japan to win/for the Allies to lose. The time scale and the VPs, as coded and as represented on the map, are just too tilted against Japan. I've played both sides into 1945 (admittedly only once as Japan), and every single game (plus the vast majority of those in the AAR section) has been the same: despite some tactical victories by Japan, the weight of the VP system will always come down and say that they lose. I'm convinced that the absolute best a Japanese player (against a similarly skilled Allied player) can achieve, outside of autovictory in 1943, is a draw in 1946. The system is off. So, how would I fix it? First of all, I think the date at which a Japanese victory would occur should have been bumped up to coincide with the activation of the Soviets on September 1, 1945, rather than January 1, 1946. If Japan hasn't surrendered by the historical date (i.e., Allies achieve autovictory), then I think it's only fair that it should be considered at best a draw for the Allies from then onwards. If Japan can manage to hold off autovictory by the Allies entirely until the scenario ends in March 1946, then the Allies shouldn't even achieve a draw. But all of that would require changing the code. Since that's not possible, ideally I would see a lot of tinkering with the VP values of bases, with an eye towards either increasing the VPs Japan has from bases (that they probably still hold) in 1945, decreasing the value of some Allied conquests, or both. If doing the first, then commensurate increases in the value of early war Allied bases would probably need to occur to prevent a slew of Japanese autovictories in 1943. It would be a massive undertaking to get this right, and require a lot of play testing - the same problem the original designers had. I've tried to find the thread(s) where I have talked about this in the past, but no dice. I did find this one, but I don't think my thinking on it had reached its conclusion by this point in time. https://www.matrixgames.com/forums/tm.asp?m=4223188&mpage=1&key= The number of VPs that you would need to add would be at least 10,000 if not approaching something like 20-40K. If adding these to pre-built Japanese bases (i.e., Okinawa and the Home Islands), you would need to add around half as many Allied VPs so as to not influence the chances of Japanese autovictory in 1943 by too much. quote:
ORIGINAL: JanSako Is it: - still controlling Tokyo in 8/45? - no US troops landed on Home Islands by the same date? - all of the above + SRA? - I would think this last one definitely qualifies Achieving all historical goals of Japan or a peace request by the Allies is a victory without a doubt, same as capping Japan in early 44 & will most likely result in an Allied auto-victory. None of these things is really realistic in 1945, except for still controlling Tokyo, nor descriptive of victory. I think it's best to stick with overall points. TLDR - the in-game victory conditions system is deeply flawed and that robs the game of a certain something, as it means players must instead agree on what victory means. And everyone will have a different take on that.
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