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Convince me WITP will be worth playing - 4/22/2004 12:06:51 AM   
swagman

 

Posts: 103
Joined: 8/8/2001
From: Australia
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I have played both Gary Grigsby?s Pacific War and Uncommon Valor. I am not familiar with this thread, but as WitP carries on the tradition of these other games, I am expecting the underlying flaws to persist. I believe the principal cause is that while GG is brilliant technically in terms of game algorithms, the AI is particularly lacking.

Anyone who plays Steel Panthers will recognize the poverty of the AI in these games, where the programming effort has gone into the technically detail. Great scenario designers such as WBW have made up for this by being smart in how they made their battles and used features like reinforcements. Nevertheless, even they almost always have to resort to the only equalizer that worked, which was to give the AI unrealistic numerical superiority to make up for the number of units a competent human player would blow away due to the stupidity of the AI.

The opposing type of game is what I call the AI moderated style, in which the AI plays most aspects of the game except the strategic/tactical decisions that are left up to the player. These games are usually less technically detailed, but more naturally balanced, since the game AI is able to execute the strategic decisions of the player. This is something UV does not do.

I believe the poverty of the AI in UV will most likely be begat to WitP. In UV I have seen the AI move its task groups back and forth between two non-base hexes in the course of a single turn, something the human player cannot do. Thus, the AI operates fully for the computer-controlled player, while it does not for the human players moves, whose turns are really computer moderated. There is no facility for defining for the AI the strategic intention of the player. It will thus treat a carrier escort mission the same whether the protected TG is a strike carrier group or a transport mission. For example, the bombard rules have been defined so bombard TG?s can strike down the Slot to Lunga and retreat. As a result, when they are sent to bombard Noumea they retreat right by US bases that bomb the ships to scrap, despite there being an entire ocean for them to sail safely away. The only way to deal with some of these issues is for human intervention to cheat the rules in order to trick the computer moderator into doing something vaguely sensible, instead of the AI doing something sensible because it has been sensibly programmed.

A game such as UV can have up to 610 turns, taking some 200 hours to play. Of those, maybe only ten turns really matter. 3 or 4 carrier battles, a few surface engagements and a couple of important invasions. The rest is micromanagement, be it of logistics/supply or in cycling squadrons to minimize fatigue and maximize experience/morale. Some players obviously enjoy it, but for a large potential market it makes for one DULL game that, when combined with a poverty of AI, makes for one DULL and FRUSTRATING GAME.

The first thing that needs to be done is to provide an option that effectively and efficaciously simplifies the game logistics, while allowing the control freaks out there to still micro-manage everything themselves. At the moment, a human player has to micro-manage because the AI does it so poorly or not at all. This could be achieved by such things as:
· A squadron rotation matrix: for example allow one or more squadrons of the same type (e.g. level bomber) at the same base to be assigned to a rotation group. The player is allowed to set the default fatigue level at which a squadron is rested, the minimum/maximum number of squadrons to be on roster in any turn, etc. It could even go to the level of the number/percentage of pilot available to operating planes with a fatigue level below X, meaning a squadron with enough pilot could still fly missions even though its average fatigue exceeded the defined rest threshold, because it still had sufficient pilots bellow the threshold to fly the majority of its available planes;
· I don?t know about the Pacific, but in Europe both fighters and bombers from multiple bases were co-ordinated into a single mission. A matrix could be developed to facilitate the same thing from nearby bases, by defining which a/c types from which bases can operate together on the one mission. This could then extend to squadron rotation across multiple bases.
· Allowing multiple way-points for task group?s routes. Rather than simply setting a destination hex for a TG, allow multiple way-points along the route so the player can choose a preferred route.
· Allowing multiple route options for task groups. Currently, computer controlled convoys follow the same route every time. A human opponent who knows this can place his subs along this route and devastate such convoys. A human player must therefore micro-manage these convoys to avoid the expected route. Multiple route options Thus, a continuous supply convoy could have several defined routes between base A and B, and follow them in order or randomly.
· Allow divergent routes for task groups. This option would allow a convoy or TG to diverge by an optional number of hexes from the direct route between to bases. Thus a routine convoy that supplies the most needy of many bases could take a route that diverged 2 or 3 or 4 hexes from the most direct route or the selected way-points.
· Searching needs to be improved, so that search aircraft have increased flights along player determined directions of threat. For example, you don?t want search planes at Noumea flying north. You want them flying east if you have two bases already searching North.

In most PBEM games, I have seen my TG?s do the most stupid and frustrating things. For example, air groups ignoring other carrier groups at 4 hexes distance into order to sink a damaged destroyers/cruisers in single ship detached task groups at 8 hexes distance. This allowed my carriers to be sweetly turned to scrap before launching a single strike against the opposing carriers. Such acts are not historical, not consistent with good strategy or good tactics. It simply reflects flawed AI.

Certainly, as proven at the Battle of Samar, task group?s commanders can prove unreliable, with Hague running off after the Japanese decoy carriers and the Japanese Northern force withdrawing at the very time the US forces were vulnerable.

If the game is to be properly responsive at a tactical level, the AI should reflect the general tendency for task group commanders to follow the strategic planning of their commander, and for some task group commanders to act with independence. The possibility for independent action is not properly modeled by a simple aggression rating. At the moment, the TG commanders simply follow the game mechanics of moving from A to B etc, with some variables such as competency rating. There needs to be a method for defining the strategic intent of the player, and to integrate the behavior of the task groups other than a simple ?follow?. If an invasion is being mounted, you don?t want task-groups all acting independently, which is currently the case. Historically, the rule was they acted on instruction and advice of the local overall commander, which in reality is the player. Sometimes, such as at Samar, the TG or TF commander would make his own interpretation of those instructions and advice, but rate

This could possibly be achieved using a matrix of command, which recreates several levels of command. At each level, the commander has a number of decision options which the player can pre-define and rated, for example react to enemy decision could be set as yes, no, conditional on enemy type or refer to commander. A rating priority from one to 10 would define the importance of the decision. If two decisions with different rating occurred in the same turn, the more highly rated decision would take precedence. Choosing to obey the priority rating and the decision requirement would then have an outcome check against the TG commander?s inspiration, independence and aggression. This would also involve a check against accuracy of available intelligence, being the number of enemy sightings, the type of ships sighted, the number of enemy search aircraft spotted etc. It would also involve a check based on available communications and operational silence requirements to determine if a commander could contact the next level of command and, if failed, the TG commander would have to make his own decision based on the matrix and checks. This means some conditionality would be required in the command decision matrix, such if decision circumstance A then decision Y, if circumstance B then decision Z. etc.

If a TG decision outcome was to refer to commander (either because that was the set outcome for that decision or the TG commander check resulted in that outcome), then the TF decision calculations would be used; and so on to the Operational Commander at that top. At this level, there would have to be a complex and detailed matrix of command decisions, covering the normal range of action scenarios in the game currently left to the local commander to decide. This would represent the players overall strategic plan and requirements. The Operational Commanders decision outcome would then be passed back down the chain; with associated commander independence and communications checks along the way.

Ideally, a request for Command Instruction to the higher commander would occur at one of two levels. If communication was open, then the Decision would be passed on up to the higher commander, who would make his decision using the decision matrix and his independence/aggression check and (if communication was open) refer it back. If communication were not open, then the request for a Command Instruction would assume that the TG or local commander was ?aware? through communication of the Operational Commanders intentions. This would be replicated by the TG or local commander using the Operational Commanders decision matrix, subject to an accuracy check, but using the TG or local commanders own independence/aggression/etc rating adjustment.

Of course, there are penalties for referring a decision to a commander. For example, the more removed a commander is from the action or TG commander, the greater the fog of war and lack of Intel, so the more likely these would impact the Operational Commander and lead to overly cautious or aggressive decisions. Also, there would also be a time delay variable, meaning an enemy could attack or escape in the time taken for a command decision request to be processed.

The responsiveness of TG?s to each other also needs to be improved. Sometimes you don?t want all your task groups set to follow to end up in the same hex, at other times you do. Hence, there needs to be additional classes of action other than simple follow, including the number of hex separation permitted. Sometimes you may want a bombard TG two hexes in front of your transport, with a cover carrier TG two hexes behind, and a surface combat escort TG in the same hex. In addition, sometimes TG?s are set to sail together separate because the following TG is slower than the lead or some other reason. In such circumstances, the lead TG should slow so that it stays with its companion, rather than both ending up in separate hexes.
Post #: 1
RE: Convince me WITP will be worth playing - 4/22/2004 12:24:31 AM   
Oleg Mastruko


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Gigantic post I didn't have nerves to read to the end. Sorry.

Answer is simple and very short - UV and WITP are games meant to be played and enjoyed against other human, ie. in PBEM, preferably in loonnnngish campaigns that will bring the best (and worst) in people. Yeah, I know, "I don't have time for PBEM" (I never undersood this argument but never mind). OK, then you'll have to accept playing vs. stupid AI, or not playing at all.

Case closed.

O.

(in reply to swagman)
Post #: 2
RE: Convince me WITP will be worth playing - 4/22/2004 1:02:34 AM   
brisd


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Swagman - you make some good points in your long post (which I did read). There are others here (playtesters, designers) who are much more qualified to answer your question or comment on your proposals but here's my 2 cents:

I agree that GG's previous games tended to bury you with details and not give you much of a replayable solo (you vs AI) gaming experience. As long as a human player can give detailed orders to his forces rather than strategic ones, the AI has not much chance. Some games from Strategic Studies Group in the early 90's offered more challenging AI opponents by putting you in the role of overall commander and not some demigod able to issue orders to every unit on the map. WITP is truly a monster operational level simulation, not a grand strategic game and time will tell if its learning curve and time requirements will allow it to become the classic PacWar is. One thing PacWar had is weekly turns and that is what WITP should have gone for, to make it more playable IMHO. Despite the possible disappointment, I intend to pre-order this game as I have enjoyed UV and GG's previous games since AppleII computing days.

_____________________________

"I propose to fight it out on this line if it takes all summer."-Note sent with Congressman Washburne from Spotsylvania, May 11, 1864, to General Halleck. - General Ulysses S. Grant

(in reply to Oleg Mastruko)
Post #: 3
RE: Convince me WITP will be worth playing - 4/22/2004 1:24:00 AM   
Titanwarrior89


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I for one think UNV is far from "Dull", it is one Gem of a Wargame. I think the game would not be the same with the Logistics tone down, that is a major part of planning and running the operation that you plan to complete in the game in the amount of time given. Next, the other great part of UNV is that it is not " on going never ending action". There is down times as there should be - for regrouping, planning, movement of forces for the next phase of a operation. I hope WITP has all of these elements. Have fun guys and good gaming. cya

(in reply to brisd)
Post #: 4
RE: Convince me WITP will be worth playing - 4/22/2004 1:24:13 AM   
Mr.Frag


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You touch on a few issues that are actually bugs in UV and have been resolved or solutioned better in WitP producing better results.

You touch on other issues that are desired features that did not make the cut at this point in time due to the amount of work required to implement them.

You touch on AI stuff that simply put is completely beyond the capabilities of a small team of programmers for what amounts to a game that is for Advanced Grognards only. The AI will offer some fun (it plays a fair game, but not an expert game).

It will never be able to deal with the type of stuff you are talking about because that is beyond AI, it is Strategic Planning. Players have a tough time dealing with it all by themselves. To expect a game to be able to dynamically adjust it's overall game plan at a level where half of the humans who will play the game cannot is beyond being realistic.

I believe you might find something of that level being run on a couple of Cray computers at the DoD although from what I have picked up over the years, they barely have stuff as good as Harpoon 3 running.

As for your non-AI points, I think you will find WitP to be far more rewarding the UV due to the fact that there is no single "I win the game" event such as the famous UV "6 CV loss". The game has far more real estate, land battles are very much a major part of the game. Logistics will bring you to tears as it will be the overiding factor that controls everything you do (UV really sucked at this with virtually unlimited everything). The results of mauling a Tanker TF could mean that an entire operation needs to be put on hold for a couple of months because you can't fuel your ships. Aircraft management has shifted a long ways, with user control of upgrades and replacements. Fatigue will no longer destroy your units simply because you don't want to have to adjust cap every turn at a hundred odd bases. Additional mission types have been added to the game to further focus the goal of the naval units. Speed control and reaction ranges have been added to allow more player predictable results. Commanders are assignable down to the lowest level of command for a political price tag. Units belonging to different commands can not be tossed around the map with no logical plan because replacements show up with their parent HQ's.

All in all, there is much to love and there is also room for improvement with the addition of new features as time goes on. The key is that time has gone on and the game needs to be released. It could realistically sit in development for another ten years and there would still be things that could be added. The choice to buy or not is yours. Matrix & 2by3 have a great record for sticking behind their products after the sale. I've lost count of how many patches and features went into UV. Something of this scope (which makes UV look like a game of tic-tac-toe) will be likely to need patching. We have already seen their track record of delivering patchs.

If that is not good enough, you probably have a really long wait until something else comes out. Based on the trends of the last 10 years, the odds are pretty slim that there will *ever* be anything else of this scale attempted by any company.

The costs of developing just are not justified based on the very small market segment that buys them.

(in reply to swagman)
Post #: 5
RE: Convince me WITP will be worth playing - 4/22/2004 1:35:04 AM   
neuromancer


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Actually some people don't play PBEM. As was stated elsewhere, depending upon the game, the average is from 60 to 80% are single player. Its just the way it is, like it or not, most people play a game by themselves.

Frankly, I'm not sure I would want to play WitP against a human. UV takes so long PBEM, WitP would go on for a stupidly long time.

But if you had at least skimmed the post, instead of posting a glib and fundamentally dismissive response, you would have seen that a lot of his issues were with how the AI did things, period. Playing against the computer or against a human, there are many parts of the UV game-tree (its not really an AI because it doesn't make the slightest attempt to 'learn') that suck.

I don't completely agree with everything Swagman said, nor do I beleive some of his ideas are really better (or feasible in some cases), but the basic points of the issues of the game's 'intelligence' are certainly valid. There are parts of the UV's game-tree that do suck, and even playing PBEM they are well documented.

The ignoring of nearby and obviously dangerous carries to go after some other pointless target are silly. "Sir! We spotted a carrier group to the North, and to the West a single damaged destroyer limping home from an ealier battle."
"Hmm, we could be attacked by those carriers, but I really don't like the idea of that cripple getting away. Send the entire strike group against that destroyer."

The idea that due to bad morale or fatigue, or 'stand down' orders you won't put EVERY plane in the sky against an enemy attack (particularly on a carrier), is absurd. "I know the Japanese are attacking sir, but...
"A. its my day off!
"B. I'm too tired to fly, maybe later.
"C. I don't feel like it.
"Yes, I know could drown when the ship sinks, but I'm not flying today!"

Any of those responses would be followed by looking down the business end of a .45 with the notification that you will fly, or you will be shot for deriliction of duty in the face of the enemy (or cowardice in the face of the enemy).

The computer will bomb one or two ships into the bedrock, but will leave other units untouched. "Sir, 7 squadron has already put 25 bombs into that carrier, look at her burn! Should we hit her again, or try for one of the other ships in this task force?"
"We'd better hit it again, I cannot see the ocean bottom through the hull yet!"

The computer will divide up strike groups in weird ways. "A carrier group, a surface battle group, and 2 transport groups.... Lets see, half the strike group and three quarters of the fighters will go after the transport group 150 miles to the East, half the remainder will go against the other transport group, three quarters of the remainder will go against the battle group, and whatever is left will go against the carriers!"
And so 4 fighters and 3 dive bombers fly into the guns of 70 waiting fighters.



I think some of his points about the tactical AI are being addressed in WitP, but I haven't followed this forum religiously, so I cannot swear to all of them.

And how effectively the AI is being addressed, well only time will tell.


But yeesh, telling a guy to 'play PBEM or don't play at all' is a totally useless response.

(in reply to Oleg Mastruko)
Post #: 6
RE: Convince me WITP will be worth playing - 4/22/2004 1:49:24 AM   
neuromancer


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Gee, in the time it took me to rattle off a response, Mr. Frag shows up and provides a good response.


I don't know about Swagman, but it sounds pretty good to me.



Still probably won't do the full campaign on PBEM though, I just don't have that kind of patience!

(in reply to Mr.Frag)
Post #: 7
RE: Convince me WITP will be worth playing - 4/22/2004 1:49:34 AM   
pasternakski


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I'm not going to wade through all of this item by item.

I have three things to say in response:

1. If you want to play against the AI, do it in the same fashion that the old VG title "Pelopponesian War" posits: play one side for awhile, then, when you feel that things are getting out of whack, change sides. Or work out a schedule or set of conditions for a scenario that dictates when you are obligated to change sides.

2. Yes, only a few turns have a "blow 'em up, shoot 'em down" significance. It is the turns where you quietly set the stage for your success in the big battle turns that are more important. This is a model that is consistent with historical reality. If you don't like it, maybe this just isn't the game for you.

3. Find something better on the same subject.

_____________________________

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 swagman)
Post #: 8
RE: Convince me WITP will be worth playing - 4/22/2004 7:29:57 AM   
CommC

 

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I agree with you 1000%, swagman.

UV is remarkable in that it gives the player nearly complete control over things that matter little, while giving the player little control over the things that matter the most... and leaves those important decisions to an AI (I use this term loosely) that manages to botch things horribly. Friendly AI is just as flawedas enemy AI, making PBEM against another human player equally pointless.

If WiTP doesn't have improved friendly AI, or allow player control of key decisions, such as naval air group targeting (at least in games vs the computer opponent), it will be unplayable.

Many of us have freely given suggestions on this, and have volunteered to invest our time in playtesting in hopes of achieving this. So there won't be any excuses if it isn't addressed in WiTP.

(in reply to swagman)
Post #: 9
The UV is best and WitP will be even better... - 4/22/2004 1:46:19 PM   
Apollo11


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From: Zagreb, Croatia
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Hi all,

For me personally the UV is the best wargame I ever had!!!

I am playing it for years now (yep - sounds strange doesn't it) and I am still immensely enjoying it every day!

The WitP will be icing on the cake (even better and bigger UV) - so no contest for me - again best game imaginable!!!


Leo "Apollo11"


P.S.
Please note that I played snail-mail chess when I was kid. The PBEM is lightning fast compared to that...

(in reply to swagman)
Post #: 10
RE: Convince me WITP will be worth playing - 4/22/2004 3:15:24 PM   
barbarrossa


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Basically where TF control as far as route taken, following distance for covering TF's, replenishment TF's following combatant TF's, and the whatnot, in UV I manage these factors.

A pain? Sometimes. But not to the point of unplayability or frustration, at least for me. I simply take command where it is needed and where reliance on the AI is not the best option.

Although a "waypoint" option is a good idea though.

(in reply to swagman)
Post #: 11
RE: Convince me WITP will be worth playing - 4/22/2004 4:36:33 PM   
DoomedMantis


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there are two things that would make this game almost perfect for me, and that is waypoints and target preferences/allocations

_____________________________

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(in reply to barbarrossa)
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RE: Convince me WITP will be worth playing - 4/22/2004 4:51:10 PM   
rawink

 

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From: Tallahassee, FL
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quote:

ORIGINAL: CommC

I agree with you 1000%, swagman.

UV is remarkable in that it gives the player nearly complete control over things that matter little, while giving the player little control over the things that matter the most... and leaves those important decisions to an AI (I use this term loosely) that manages to botch things horribly. Friendly AI is just as flawedas enemy AI, making PBEM against another human player equally pointless.

If WiTP doesn't have improved friendly AI, or allow player control of key decisions, such as naval air group targeting (at least in games vs the computer opponent), it will be unplayable.

Many of us have freely given suggestions on this, and have volunteered to invest our time in playtesting in hopes of achieving this. So there won't be any excuses if it isn't addressed in WiTP.


Firstly, this isnt an attack on you :)

But I believe this is the crux of the UV is the BEST, and UV IS THE WORST arguement.

If you look at UV,WITP as a tactical combat command simulation, you will no doubt be dissapointed. Many are the times I longed for control of my Surface Action Group as it rolls into Lunga with 2 Batleships facing 2 Jap BB's.. and if I coudlnt have total control of the action, at LEAST let me SEE the battle!!! Was the Bar room brawl? or more of a Crossing the "T" ala Leyte?

However, UV was made as a "Strategic" simulation. You play the role of theater commander. You can say which units go where to fight on the land.. i.e "128th RCT needs to move to Buna to reinforce defenses!" but past that it's up to the 128th's command staff to actually co-ordinate the defense and do the fighting. You can dispatch that 4 CV task force and go hunting, but it's the TF commander who decides priorities. If they waste their planes on a convoy instead of the SAG full of cruisers.. relieve the admiral in charge and replace him with another one.

There are some GREAT naval tactical sims out for this time period.. there are also some good Tactical squad level and brigade level land warfare sims out there.. there are too many to list air combat sims for the same time frame.. but there are truly only 1 oe 2 that give you ALL of the above in a STRATEGIC game.

in the way UV and WITP is presented, it truly IS a worthy Strategic SIMULATION. from a gaming perspective you send out that SAG to Lunga.. it runs into the Jap SAG.. you instantly get to drop into the San Francisco and lead your fight using your SG radar fro your TF and find those Pesky japs and blast em to bits! However this is not a "Gamers game", it is a Strategy SIMULATION.. as such, you dispatch your TF and hope you have the right men in charge.. Will Chandler do the right thing? will Turner leave the TF's unescourted to defend Lunga? only time will tell.. there is a frustration of delegating responsibilities, and theh having to sit and watch the outcome from afar.. it is a frustration common to all theater commanders be it Air, land or sea.

in it's role, UV is untoppable, until WITP comes out. But it is not intended to be a gamers game.

_____________________________

Robert
Fly, die.. rinse and repeat

(in reply to CommC)
Post #: 13
RE: Convince me WITP will be worth playing - 4/22/2004 11:06:08 PM   
emorbius44

 

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I have played both Gary Grigsby?s Pacific War and Uncommon Valor. I am not familiar with this thread, but as WitP carries on the tradition of these other games, I am expecting the underlying flaws to persist. I believe the principal cause is that while GG is brilliant technically in terms of game algorithms, the AI is particularly lacking. >>>>

I never cease to be amazed by comments like this. Jim Dunnigan and 360 with Victory at Sea, Koei with their pacific war video game, Pacific Tide (vaporware)...all games that never existed, were unplayable or kiddie games... the one guy who has consistantly made a playable, functional game gets knocked. You're like someone knocking Ted Williams for hitting .406 instead of 1.000 and letting all the .175 hitters off the hook


In most PBEM games, I have seen my TG?s do the most stupid and frustrating things. For example, air groups ignoring other carrier groups at 4 hexes distance into order to sink a damaged destroyers/cruisers in single ship detached task groups at 8 hexes distance. This allowed my carriers to be sweetly turned to scrap before launching a single strike against the opposing carriers. Such acts are not historical, not consistent with good strategy or good tactics. It simply reflects flawed AI.

You obviously never heard of the Japanese fleet wasting their planes attacking the Neosho in the coral sea or Fletcher's planes sinking the Shoho. The pacific war if full of operations on which planes hit the wrong target or mis-identified targets. You think the pearl harbor strike force WANTED to blast the target hulk Utah to smitherees even though the pilots were warned before the attack that this is what that particular ship (that looked like a carrier) really was? I'd suggest a little remedial pacific war reading.

Bob

(in reply to swagman)
Post #: 14
RE: Convince me WITP will be worth playing - 4/22/2004 11:25:45 PM   
Nikademus


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I remember Pacific Tide.......

_____________________________


(in reply to emorbius44)
Post #: 15
RE: Convince me WITP will be worth playing - 4/22/2004 11:37:36 PM   
Rendova


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quote:

ORIGINAL: emorbius44


Koei with their pacific war video game...

[


Actually I liked PTOII. Sure it doesn't compare with UV/WitP but hey it wasn't bad for its time and is was quick and fun..... Plus you could select naval attack targets .

Actually I saw they came out with PTO IV a while back anyone play it?

(in reply to emorbius44)
Post #: 16
RE: Convince me WITP will be worth playing - 4/22/2004 11:39:11 PM   
Nikademus


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and apparantly, so can everyone else. the web site is still up

http://www.star-games.com/products/pages/pt/pt.html

check out the maps. heh.

_____________________________


(in reply to Nikademus)
Post #: 17
RE: Convince me WITP will be worth playing - 4/23/2004 12:02:02 AM   
swagman

 

Posts: 103
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quote:

ORIGINAL: CommC

I agree with you 1000%, swagman.

UV is remarkable in that it gives the player nearly complete control over things that matter little, while giving the player little control over the things that matter the most... and leaves those important decisions to an AI (I use this term loosely) that manages to botch things horribly. Friendly AI is just as flawedas enemy AI, making PBEM against another human player equally pointless.



This is the gist of my criticism of UV. Wish I had said it.

Many responses have misinterpreted my complaint to be about the AI when playing a computer opponent. While the computer opponent leaves much to be desired, I am infact talking about the tactical AI which runs battles for both human and computer players. Battles are run by the TG AI commander, however, the nature of the simple AI beast means the TG commander acts in complete ignorance and independently of anything else. For example, if we set React to Enemy ON for a decoy carrier group with no aircraft, would it turn away and retreat when the US carriers pursued or would it charge forward to meet them head on?

Historically, TG commanders were given information on a need to know basis, but he would have knowledge of, hear rumour and be influenced by overall strategic planning, local theatre imperatives and priorities, naval/command doctrinaire shifts, and theatre or higher mission commands. Whether he was informed of these or not, he would receive direction in his briefings and orders. All of these things influence how a real TG commander would act in a given battle and so result in a different decision outcome. However, the AI TG commander only knows how to fight battles one way, qualified by react to enemy and level of TG commander aggression.

In addition, the AI TG commander acts independently of higher command and other TG's. For example, surface fleets set to bombard always cut and run, even though as surface combat groups they would historically be expected to stay to protect transport convoys.

The point about the game being strategic is in reality inaccurate. The game is really simply non-tactical. Strategy was never about micro-management of logistics. I doubt that MacArthur or Nimitz spent 99.9% of their time telling port crews what to load onto which ship and which squadron was to be rested this week. They made plans and issued orders, and others ensured they were carrie dout that the transport fleet were available and loaded on time, just as local TG commanders launched strikes etc. Strategy is about making plans and issuing instructions which the local commanders will hopefully interpret and apply correctly and, in this, UV fails.

Certainly, the game is so complex it would probably take a decade, a Cray and a team of post-doctoral scientists to build an AI to satisfactorily deal with it. However, what I am describing is limited to automating the logistics and creating a basic command template so that the local AI TG commander will not act in isolation of strategic planning but will act more in unison with it.

In a game combat situation there are a limited number of action scenarios, depending on your own TG mission, your strategic mission, other friendly TG's nearby, the distance to them, the presence of enemy TG's, the distance to them and the type and number of enemy TG's.

I expect in UV and probably in WitP, these scenarios have been hard-coded into a set of rules that the AI TG commander carries out with very limited qualification. My suggestion is to allow these rules to be variable through the use of a "matrix of decisions" that reflect these various scenarios, that sets behaviour guidelines in different circumstances, and that includes a cascade effect of influence from the theatre commander, through the operational commanders to the TG commanders.

The developers come back will likely be that they can cover off 90% of cases by hard-coding the rules and the other 10% can be put down to the vagaries of the local commander, which the human player can to some degree remedy by micro-managing the task-group. Micro-managing task-group movements in an attempt to get around development issues is no more part of a strategic game than loading task-groups.

Would a decision matrix do much better? Probably not, but what it may do is more accurately model the decisions that do occur, particularly by including as a driving factor the orders of higher commanders. After all, no man is an island.

(in reply to rawink)
Post #: 18
RE: Convince me WITP will be worth playing - 4/23/2004 12:17:36 AM   
pad152

 

Posts: 2871
Joined: 4/23/2000
Status: offline
quote:

remember Pacific Tide.......


Wasn't Pacific Tide the war game that never saw the light of day (never released)?

(in reply to Nikademus)
Post #: 19
RE: Convince me WITP will be worth playing - 4/23/2004 12:24:32 AM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
yep.

it was to be, back in the 90's, what WitP will be now.

_____________________________


(in reply to pad152)
Post #: 20
RE: Convince me WITP will be worth playing - 4/23/2004 12:56:07 AM   
pauk


Posts: 4162
Joined: 10/21/2001
From: Zagreb,Croatia
Status: offline
quote:

ORIGINAL: swagman

quote:

ORIGINAL: CommC

I agree with you 1000%, swagman.

UV is remarkable in that it gives the player nearly complete control over things that matter little, while giving the player little control over the things that matter the most... and leaves those important decisions to an AI (I use this term loosely) that manages to botch things horribly. Friendly AI is just as flawedas enemy AI, making PBEM against another human player equally pointless.



This is the gist of my criticism of UV. Wish I had said it.

Many responses have misinterpreted my complaint to be about the AI when playing a computer opponent. While the computer opponent leaves much to be desired, I am infact talking about the tactical AI which runs battles for both human and computer players. Battles are run by the TG AI commander, however, the nature of the simple AI beast means the TG commander acts in complete ignorance and independently of anything else. For example, if we set React to Enemy ON for a decoy carrier group with no aircraft, would it turn away and retreat when the US carriers pursued or would it charge forward to meet them head on?

Historically, TG commanders were given information on a need to know basis, but he would have knowledge of, hear rumour and be influenced by overall strategic planning, local theatre imperatives and priorities, naval/command doctrinaire shifts, and theatre or higher mission commands. Whether he was informed of these or not, he would receive direction in his briefings and orders. All of these things influence how a real TG commander would act in a given battle and so result in a different decision outcome. However, the AI TG commander only knows how to fight battles one way, qualified by react to enemy and level of TG commander aggression.

In addition, the AI TG commander acts independently of higher command and other TG's. For example, surface fleets set to bombard always cut and run, even though as surface combat groups they would historically be expected to stay to protect transport convoys.

The point about the game being strategic is in reality inaccurate. The game is really simply non-tactical. Strategy was never about micro-management of logistics. I doubt that MacArthur or Nimitz spent 99.9% of their time telling port crews what to load onto which ship and which squadron was to be rested this week. They made plans and issued orders, and others ensured they were carrie dout that the transport fleet were available and loaded on time, just as local TG commanders launched strikes etc. Strategy is about making plans and issuing instructions which the local commanders will hopefully interpret and apply correctly and, in this, UV fails.

Certainly, the game is so complex it would probably take a decade, a Cray and a team of post-doctoral scientists to build an AI to satisfactorily deal with it. However, what I am describing is limited to automating the logistics and creating a basic command template so that the local AI TG commander will not act in isolation of strategic planning but will act more in unison with it.

In a game combat situation there are a limited number of action scenarios, depending on your own TG mission, your strategic mission, other friendly TG's nearby, the distance to them, the presence of enemy TG's, the distance to them and the type and number of enemy TG's.

I expect in UV and probably in WitP, these scenarios have been hard-coded into a set of rules that the AI TG commander carries out with very limited qualification. My suggestion is to allow these rules to be variable through the use of a "matrix of decisions" that reflect these various scenarios, that sets behaviour guidelines in different circumstances, and that includes a cascade effect of influence from the theatre commander, through the operational commanders to the TG commanders.

The developers come back will likely be that they can cover off 90% of cases by hard-coding the rules and the other 10% can be put down to the vagaries of the local commander, which the human player can to some degree remedy by micro-managing the task-group. Micro-managing task-group movements in an attempt to get around development issues is no more part of a strategic game than loading task-groups.

Would a decision matrix do much better? Probably not, but what it may do is more accurately model the decisions that do occur, particularly by including as a driving factor the orders of higher commanders. After all, no man is an island.



swagman, next time choose another nickname. Maybe it could be - Tolstoy.?

< Message edited by pauk -- 4/22/2004 11:04:05 PM >

(in reply to swagman)
Post #: 21
RE: The UV is best and WitP will be even better... - 4/23/2004 5:37:33 AM   
denisonh


Posts: 2194
Joined: 12/21/2001
From: Upstate SC
Status: offline
I'm with you on this one Leo.

quote:

ORIGINAL: Apollo11

Hi all,

For me personally the UV is the best wargame I ever had!!!

I am playing it for years now (yep - sounds strange doesn't it) and I am still immensely enjoying it every day!

The WitP will be icing on the cake (even better and bigger UV) - so no contest for me - again best game imaginable!!!


Leo "Apollo11"


P.S.
Please note that I played snail-mail chess when I was kid. The PBEM is lightning fast compared to that...

quote:

But if you had at least skimmed the post, instead of posting a glib and fundamentally dismissive response, you would have seen that a lot of his issues were with how the AI did things, period. Playing against the computer or against a human, there are many parts of the UV game-tree (its not really an AI because it doesn't make the slightest attempt to 'learn') that suck.


_____________________________


"Life is tough, it's even tougher when you're stupid" -SGT John M. Stryker, USMC

(in reply to Apollo11)
Post #: 22
RE: Convince me WITP will be worth playing - 4/23/2004 8:07:52 AM   
emorbius44

 

Posts: 97
Joined: 5/15/2002
Status: offline
Historically, TG commanders were given information on a need to know basis, but he would have knowledge of, hear rumour and be influenced by overall strategic planning, local theatre imperatives and priorities, naval/command doctrinaire shifts, and theatre or higher mission commands. Whether he was informed of these or not, he would receive direction in his briefings and orders. All of these things influence how a real TG commander would act in a given battle and so result in a different decision outcome. However, the AI TG commander only knows how to fight battles one way, qualified by react to enemy and level of TG commander aggression.

In addition, the AI TG commander acts independently of higher command and other TG's. For example, surface fleets set to bombard always cut and run, even though as surface combat groups they would historically be expected to stay to protect transport convoys.


Not if you assign them to patrol in place (I think, it's a little late right now as I write this.)


The point about the game being strategic is in reality inaccurate. The game is really simply non-tactical. Strategy was never about micro-management of logistics. I doubt that MacArthur or Nimitz spent 99.9% of their time telling port crews what to load onto which ship and which squadron was to be rested this week. They made plans and issued orders, and others ensured they were carrie dout that the transport fleet were available and loaded on time, just as local TG commanders launched strikes etc. Strategy is about making plans and issuing instructions which the local commanders will hopefully interpret and apply correctly and, in this, UV fails.

Certainly, the game is so complex it would probably take a decade, a Cray and a team of post-doctoral scientists to build an AI to satisfactorily deal with it. However, what I am describing is limited to automating the logistics and creating a basic command template so that the local AI TG commander will not act in isolation of strategic planning but will act more in unison with it.


You want a game where the AI does what you want it to. I'm sure Vandegrift would have preferred that when Fletcher cut and ran at Guadalcanal. Sprague would have liked it if Halsey hadn't been decoyed at Leyte Gulf..Yamamoto would have liked it if what's his name had finished the job at Savo, King would have liked if fletcher hand't dragged his feet releaving Wake island................The point is tactical commanders don't always do what they're told, especially in pacific warfare where chance, mis-identification and the like are more the norm then exception.
But I'll reiterate my main point. I've heard Grigsby knocked for years
but I have yet to see ONE functional game covering this subject other then Grigsby. Basically this is as good as it gets in this point in time and all the other guys who have had "better ideas" have flopped big time.
So you have the option of waiting a few decades for your perfect game (if it's ever done) or go with what's the best available at this point in time.



Bob

(in reply to swagman)
Post #: 23
RE: Convince me WITP will be worth playing - 4/24/2004 4:19:37 AM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
Status: offline
I expect the AI to be about as brain dead as ever, given the discussions here so far. I help beat the AI horse to death a few weeks ago. Understandably the budget is dedicated to realistic combat resolutions and history acuracy to the minutia. The AI will essentially be the same as wargame AI's were in the mid 1980's.

Hopefully this group will devote the first major patch to incorporating some cutting AI techniques and leave the minutia alone for a while.

(in reply to swagman)
Post #: 24
RE: Convince me WITP will be worth playing - 4/24/2004 4:24:22 AM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
Status: offline
quote:

ORIGINAL: Oleg Mastruko

Gigantic post I didn't have nerves to read to the end. Sorry.

Answer is simple and very short - UV and WITP are games meant to be played and enjoyed against other human, ie. in PBEM, preferably in loonnnngish campaigns that will bring the best (and worst) in people. Yeah, I know, "I don't have time for PBEM" (I never undersood this argument but never mind). OK, then you'll have to accept playing vs. stupid AI, or not playing at all.

Case closed.

O.


Even though in my previous large thread on the AI where it seems over 80% of the potential market for this game will play solitare......including me. Sorry, pal, but you missed the boat badly on that remark.

(in reply to Oleg Mastruko)
Post #: 25
RE: Convince me WITP will be worth playing - 4/24/2004 4:32:12 AM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
Status: offline
quote:

ORIGINAL: Mr.Frag

You touch on a few issues that are actually bugs in UV and have been resolved or solutioned better in WitP producing better results.

You touch on other issues that are desired features that did not make the cut at this point in time due to the amount of work required to implement them.

You touch on AI stuff that simply put is completely beyond the capabilities of a small team of programmers for what amounts to a game that is for Advanced Grognards only. The AI will offer some fun (it plays a fair game, but not an expert game).

It will never be able to deal with the type of stuff you are talking about because that is beyond AI, it is Strategic Planning. Players have a tough time dealing with it all by themselves. To expect a game to be able to dynamically adjust it's overall game plan at a level where half of the humans who will play the game cannot is beyond being realistic.

I believe you might find something of that level being run on a couple of Cray computers at the DoD although from what I have picked up over the years, they barely have stuff as good as Harpoon 3 running.

As for your non-AI points, I think you will find WitP to be far more rewarding the UV due to the fact that there is no single "I win the game" event such as the famous UV "6 CV loss". The game has far more real estate, land battles are very much a major part of the game. Logistics will bring you to tears as it will be the overiding factor that controls everything you do (UV really sucked at this with virtually unlimited everything). The results of mauling a Tanker TF could mean that an entire operation needs to be put on hold for a couple of months because you can't fuel your ships. Aircraft management has shifted a long ways, with user control of upgrades and replacements. Fatigue will no longer destroy your units simply because you don't want to have to adjust cap every turn at a hundred odd bases. Additional mission types have been added to the game to further focus the goal of the naval units. Speed control and reaction ranges have been added to allow more player predictable results. Commanders are assignable down to the lowest level of command for a political price tag. Units belonging to different commands can not be tossed around the map with no logical plan because replacements show up with their parent HQ's.

All in all, there is much to love and there is also room for improvement with the addition of new features as time goes on. The key is that time has gone on and the game needs to be released. It could realistically sit in development for another ten years and there would still be things that could be added. The choice to buy or not is yours. Matrix & 2by3 have a great record for sticking behind their products after the sale. I've lost count of how many patches and features went into UV. Something of this scope (which makes UV look like a game of tic-tac-toe) will be likely to need patching. We have already seen their track record of delivering patchs.

If that is not good enough, you probably have a really long wait until something else comes out. Based on the trends of the last 10 years, the odds are pretty slim that there will *ever* be anything else of this scale attempted by any company.

The costs of developing just are not justified based on the very small market segment that buys them.



And once again, the assumption that a good AI is something that can only run on a massively parallel super computer completely misses the point of would make for a vastly improved AI for a game like UV. Something as simple as have two or three possible convoy routes between locations and using a random number generator for the AI to pick a different one each time so the human player can no longer just mass his subs in one single spot every time would be a TREMENDOUS AI improvement that requires minimal additional code. I have been one of those DOD AI programmers and you grossly overstate the case.

(in reply to Mr.Frag)
Post #: 26
RE: Convince me WITP will be worth playing - 4/24/2004 4:37:10 AM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
Status: offline
quote:

ORIGINAL: pauk

quote:

ORIGINAL: swagman

quote:

ORIGINAL: CommC

I agree with you 1000%, swagman.

UV is remarkable in that it gives the player nearly complete control over things that matter little, while giving the player little control over the things that matter the most... and leaves those important decisions to an AI (I use this term loosely) that manages to botch things horribly. Friendly AI is just as flawedas enemy AI, making PBEM against another human player equally pointless.



This is the gist of my criticism of UV. Wish I had said it.

Many responses have misinterpreted my complaint to be about the AI when playing a computer opponent. While the computer opponent leaves much to be desired, I am infact talking about the tactical AI which runs battles for both human and computer players. Battles are run by the TG AI commander, however, the nature of the simple AI beast means the TG commander acts in complete ignorance and independently of anything else. For example, if we set React to Enemy ON for a decoy carrier group with no aircraft, would it turn away and retreat when the US carriers pursued or would it charge forward to meet them head on?

Historically, TG commanders were given information on a need to know basis, but he would have knowledge of, hear rumour and be influenced by overall strategic planning, local theatre imperatives and priorities, naval/command doctrinaire shifts, and theatre or higher mission commands. Whether he was informed of these or not, he would receive direction in his briefings and orders. All of these things influence how a real TG commander would act in a given battle and so result in a different decision outcome. However, the AI TG commander only knows how to fight battles one way, qualified by react to enemy and level of TG commander aggression.

In addition, the AI TG commander acts independently of higher command and other TG's. For example, surface fleets set to bombard always cut and run, even though as surface combat groups they would historically be expected to stay to protect transport convoys.

The point about the game being strategic is in reality inaccurate. The game is really simply non-tactical. Strategy was never about micro-management of logistics. I doubt that MacArthur or Nimitz spent 99.9% of their time telling port crews what to load onto which ship and which squadron was to be rested this week. They made plans and issued orders, and others ensured they were carrie dout that the transport fleet were available and loaded on time, just as local TG commanders launched strikes etc. Strategy is about making plans and issuing instructions which the local commanders will hopefully interpret and apply correctly and, in this, UV fails.

Certainly, the game is so complex it would probably take a decade, a Cray and a team of post-doctoral scientists to build an AI to satisfactorily deal with it. However, what I am describing is limited to automating the logistics and creating a basic command template so that the local AI TG commander will not act in isolation of strategic planning but will act more in unison with it.

In a game combat situation there are a limited number of action scenarios, depending on your own TG mission, your strategic mission, other friendly TG's nearby, the distance to them, the presence of enemy TG's, the distance to them and the type and number of enemy TG's.

I expect in UV and probably in WitP, these scenarios have been hard-coded into a set of rules that the AI TG commander carries out with very limited qualification. My suggestion is to allow these rules to be variable through the use of a "matrix of decisions" that reflect these various scenarios, that sets behaviour guidelines in different circumstances, and that includes a cascade effect of influence from the theatre commander, through the operational commanders to the TG commanders.

The developers come back will likely be that they can cover off 90% of cases by hard-coding the rules and the other 10% can be put down to the vagaries of the local commander, which the human player can to some degree remedy by micro-managing the task-group. Micro-managing task-group movements in an attempt to get around development issues is no more part of a strategic game than loading task-groups.

Would a decision matrix do much better? Probably not, but what it may do is more accurately model the decisions that do occur, particularly by including as a driving factor the orders of higher commanders. After all, no man is an island.



swagman, next time choose another nickname. Maybe it could be - Tolstoy.?


Main point being, substantial AI improvements can be made without having to deploy massive neural net, expert subsystems! Even at it's simplest level, hard coded AI strategy can be improved greatly by just have larger numbers of them for the AI to choose from based on a periodic review of the strategic state of the game.

(in reply to pauk)
Post #: 27
RE: Convince me WITP will be worth playing - 4/24/2004 4:49:10 AM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
You consider a couple of random waypoints AI???

The AI plans paths to avoid know air concentrations. THAT is AI, not random waypoints as you would think as a solution. It never stops amazing me just how trivial people tend to think of things when complaining about stuff, yet they come back with even crappier solutions then nothing at all.

Any idiot can write a random number generator. It does not equal AI.

(in reply to ZOOMIE1980)
Post #: 28
RE: Convince me WITP will be worth playing - 4/24/2004 4:50:21 AM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
Status: offline
quote:

ORIGINAL: neuromancer

Gee, in the time it took me to rattle off a response, Mr. Frag shows up and provides a good response.


I don't know about Swagman, but it sounds pretty good to me.



Still probably won't do the full campaign on PBEM though, I just don't have that kind of patience!



I remember one of Gary's original classics, North Atlantic '86. The strikes against carrier TF's even way back then, were resolved brilliantly. Unless you had whittled down the number of picket ships you almost NEVER even got a shot on the carrier. You had to progress through the screening ships first as the carriers were in middle of the TF. If you tried to bore in on the carrier you got shot down (or your missles were jammed or shot down themselves) long before you could get to the capital ships.

It seems the resolution engine has gotten more stupid over the years and the largest ships invariably take the greatest number of hits, which is not usually the case. Maybe in WWII it was without the availablilty of SAMs and such. But even then, an attacker had to brave several layers of lead walls of AA to get deep into the TF where the carreirs or battleships or transports existed.

(in reply to neuromancer)
Post #: 29
RE: Convince me WITP will be worth playing - 4/24/2004 4:56:10 AM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
Zoomie, this is 1941-1945 ... I think you need to pull out some history books. Start with Coral Sea, move on to Midway then come back and post just how silly what you just said is.

I understand that most folks are not old enough to remember WWII, but come on, at least try and get your complaints in within a couple of decades of reality. What are you going to complain about next? subs not having enough range because their nuclear reactor keeps running out of fuel?

(in reply to ZOOMIE1980)
Post #: 30
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