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RE: Idea how to slow building speed down - let's limit ENG units stacking!

 
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RE: Idea how to slow building speed down - let's limit ... - 8/11/2004 5:48:05 PM   
ZOOMIE1980

 

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quote:

ORIGINAL: UncleBuck

I have been privleged to visit teh Marianas and spend time boonie stomping Guam, Tinian and Saipan. Tinian is just one giant Airfield. There is not really anything else there. Saipan however had 5 differnt fields on it, and was home to the HQ for teh area. There is a small channel between Saipan and TInian. It is only about 1 mile wide. The Boat ride from Saipans main HArbor to TInian was under 45 mins. With Radio and I a sure they ran Telephone wires between teh two it shoudl have been easy to command both islands from Saipan.

Guam became the major base, due to it's superior Harbor. Also after teh War we didn't need to station bombers in teh Marinas to reach Japan since we had taken it over and had bases Much closer to Mainland Asia. They still have crews that maintain the runways on TInian as well as the facilities there. It was actually kinda boreing to stomp around Tinian, as there is not much other than teh runways. They do take up nearly the whole island.

UB


The Vietnam Linebacker operations were based out of Guam, BTW. Buam was a major B52 base for the Air Force during the Cold War, so we did, indeed, station long range bombers in the Marianas right to the end of the 20th Century. I also suppose Guam became the major airbase because it is more suitable to long-term, permanent housing.

(in reply to UncleBuck)
Post #: 61
RE: Idea how to slow building speed down - let's limit ... - 8/11/2004 5:49:34 PM   
ZOOMIE1980

 

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Joined: 4/9/2004
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quote:

ORIGINAL: ZOOMIE1980

quote:

ORIGINAL: UncleBuck

I have been privleged to visit teh Marianas and spend time boonie stomping Guam, Tinian and Saipan. Tinian is just one giant Airfield. There is not really anything else there. Saipan however had 5 differnt fields on it, and was home to the HQ for teh area. There is a small channel between Saipan and TInian. It is only about 1 mile wide. The Boat ride from Saipans main HArbor to TInian was under 45 mins. With Radio and I a sure they ran Telephone wires between teh two it shoudl have been easy to command both islands from Saipan.

Guam became the major base, due to it's superior Harbor. Also after teh War we didn't need to station bombers in teh Marinas to reach Japan since we had taken it over and had bases Much closer to Mainland Asia. They still have crews that maintain the runways on TInian as well as the facilities there. It was actually kinda boreing to stomp around Tinian, as there is not much other than teh runways. They do take up nearly the whole island.

UB


The Vietnam Linebacker operations were based out of Guam, BTW, and to my knowldege, never used the runways at Tinian for that. Guam was a major B52 base for the Air Force during the Cold War, so we did, indeed, station long range bombers in the Marianas right to the end of the 20th Century. I also suppose Guam became the major airbase because it is more suitable to long-term, permanent housing.

(in reply to ZOOMIE1980)
Post #: 62
RE: Idea how to slow building speed down - let's limit ... - 8/11/2004 5:55:29 PM   
ltfightr


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From: Little Rock AR
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Unclebuck said
quote:

The other roblem with WitP is that we do not tend to build Extra bases. We only build up bases we want to use for a specific purpose. In the war they had smaller bases for logistical supply, and as points to distribute from. These smaller bases also acted as pickets for Radio interception and emergency way stations. We have no real back waters in WitP. There is no point in having behind the line training areas, or political reasons to take islands. We only take what wee must and want to so we can continue the fight. Why did we have bases on all of the Solomon islands? In WitP and even UV , once you have Lunga why bother with Munda or the Russell Islands? Then jump straight to Buna, and let the others wither on the vine. Same goes with Japan. WHy take all of those undefended bases in the DEI? Just take the known producers and let the others sit, till you want the easy points by using one SNLF bouncing around to all the un-occupied spots taking them all. In the WAR Japan did it because if they didn't they were a threat. The Same reason all of those littel islands were taken in 1943/44 by the allies.

The perfection of 20/20 hindsight. And the acceptance of higher loss rate tolorable to players vs real life. I think the acctual build rate is fine it is the none need to build up this secondary infastructor that was built in real live verses what we do in witp.

_____________________________


(in reply to ZOOMIE1980)
Post #: 63
RE: Idea how to slow building speed down - let's limit ... - 8/11/2004 6:13:12 PM   
Top Cat

 

Posts: 157
Joined: 8/26/2002
From: Adelaide, Australia
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quote:

ORIGINAL: ltfightr

Unclebuck said
quote:

The other roblem with WitP is that we do not tend to build Extra bases. We only build up bases we want to use for a specific purpose. In the war they had smaller bases for logistical supply, and as points to distribute from. These smaller bases also acted as pickets for Radio interception and emergency way stations. We have no real back waters in WitP. There is no point in having behind the line training areas, or political reasons to take islands. We only take what wee must and want to so we can continue the fight. Why did we have bases on all of the Solomon islands? In WitP and even UV , once you have Lunga why bother with Munda or the Russell Islands? Then jump straight to Buna, and let the others wither on the vine. Same goes with Japan. WHy take all of those undefended bases in the DEI? Just take the known producers and let the others sit, till you want the easy points by using one SNLF bouncing around to all the un-occupied spots taking them all. In the WAR Japan did it because if they didn't they were a threat. The Same reason all of those littel islands were taken in 1943/44 by the allies.

The perfection of 20/20 hindsight. And the acceptance of higher loss rate tolorable to players vs real life. I think the acctual build rate is fine it is the none need to build up this secondary infastructor that was built in real live verses what we do in witp.


Ummm kinda half agree with you. But the US did island hop. The war ended with Japan still in possesion of Truk, Rabaul, Kavieng and big chunks of the Marshalls, Marianas and Caroline islands plus the DEI etc, etc.

The US just plonked a few big bases in the Phillipines and the south end of the Marianas and B-29'd Japan to death.

Cheers
Top Cat

(in reply to ltfightr)
Post #: 64
RE: Idea how to slow building speed down - let's limit ... - 8/11/2004 6:17:18 PM   
UncleBuck

 

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Yes I realize that we flew bombers from there, I was sayign why we stopped using Tinian and Saipan. Guam was better since it had a Great Harbor at Agana.

UB

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Post #: 65
RE: Idea how to slow building speed down - let's limit ... - 8/11/2004 10:33:14 PM   
mjk428

 

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From: Western USA
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quote:

ORIGINAL: Apollo11

Hi all,

quote:

ORIGINAL: mjk428

I have no idea why they used the amount of Seabees that they did but they did a lot more than just build some airstrips. What they did was bigger than anything else in the world. Considering the scale, it was done pretty darn fast. However, had they chosen to put more engineers there, I don't see any reason why they couldn't have.


You quoted the similar WWW site and similar same text as I did on page 1 of this thread (it is still there - you can se it)...


BTW, my point is still the same - they used what they could have used (i.e. it was the _TOP_ priority project after all) and that size of building area must be fixed (in our WitP terms - determined by SPS values for every HEX) and that number of units possible to be used on that fixed area is thus also fixed...


Leo "Apollo11"


Hi,

I quoted something similar for a few reasons.

1) It gave an example of how big Tinian is - "About the same size as Manhattan". Gives us an idea how many units could be crammed on the island.

2) It explicitly said only Seabees were used. Since for some unknown reason it was limited to only Seabees, that may help explain why only two brigades were used.

3) The island was secured in mid-August and B-29s were flying by November. Most of the rest of the building to continually improve the airbase isn't really modelled in the game and therefore isn't all that relevant. A bigger problem is that we can only buld Tinian up to a level 7 base. Seems like it was made into a 10 (or 20)! ;)

BTW - You say that "they used what they could have used". I say they used what they chose to use. I see no evidence that they were limited. They accomplished the task in relatively short order with an adequate amount of Seabees. I'm sure there were a myriad of reasons why they weren't quite as anxious as an Allied player of WitP would be to max out the airfield ASAP. They probably simply didn't see the value of adding thousands more engineers just to get B-29s flying a week sooner. The engineers were likely desperately needed for all types of pet projects that were critically important to their real life commanders (and had no tangible effect on the war).

_____________________________


(in reply to Apollo11)
Post #: 66
RE: Idea how to slow building speed down - let's limit ... - 8/12/2004 2:39:42 PM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
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Hi all,

quote:

ORIGINAL: Black Cat

If you don`t like the way Eng. units are used in the Game here`s a idea for you and your supporters.

Don`t use them that way in your AI Game OR set up a House Rule in your PBEM`s not to use them that way.

Doesn`t that solve the large problem you see....????.... OR are you just trying to screw the US Player ?????


Screw US player?

Why?

How?

By disallowing "gamey" (and non historic) tactics?

Isn't the goal of this whole historic WitP game to faithfully try to simulate WWII in Pacific?

If that is the case and we all (i.e. players) also stride to do our best but within "boundaries" then what is the problem here?

The WWII lasted very long.

Ships were build long time (Essex class didn't come overnight)

B-29 didn't come in 1942.

A-Bomb didn't come in 1943.

So why would it be OK foe US player with myriad of ENG units for build bases overnight while, historically, that task was hard hard labor that took weeks/months?


IMHO I don't see any problem raising this issues here more so that it would both affect Japanese and Allied player (no more UV plan to build Lunga overnight as Japanese into "death star" Betty/Nell base) for example)...


Leo "Apollo11"

_____________________________



Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE

(in reply to Black Cat)
Post #: 67
RE: Idea how to slow building speed down - let's limit ... - 8/12/2004 3:37:20 PM   
mongo


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From: Ohio, USA
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Leo,

I personally view the game as an opportunity to try new tactics and strategies. Everyone in their studies of history has said at one time or another "why did he/she do that?"

I'd like to see if I can do better than the historical facts in making war.

I can understand that we don't get some technology earlier (and shouldn't - so many were thought up, and built from nothing after the war kicked off). It's the application of tools where everyone has a chance to be different.

_____________________________

"Mongo only pawn..in game of life"

(in reply to Apollo11)
Post #: 68
RE: Idea how to slow building speed down - let's limit ... - 8/12/2004 4:16:34 PM   
Splinterhead


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If we're going to limit the engineers in order to prevent gamey tactics, then are the Japanese going to be forbidden to stay in the PH area on turn 2, form ASW TFs until 1943 or 44, or provide adequate escorts to cargo convoys before late in the war?

(in reply to mongo)
Post #: 69
RE: Idea how to slow building speed down - let's limit ... - 8/12/2004 5:01:02 PM   
Apollo11


Posts: 24082
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From: Zagreb, Croatia
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Hi all,

quote:

ORIGINAL: Splinterhead

If we're going to limit the engineers in order to prevent gamey tactics, then are the Japanese going to be forbidden to stay in the PH area on turn 2, form ASW TFs until 1943 or 44, or provide adequate escorts to cargo convoys before late in the war?


I am sorry but this is comparing apples and oranges... "gamey" tactics is hording ENG units to build "overnight" while putting ASW for convoys is something completely different...

There _COULD_ have be good ASW at the beginning of WWII for both sides if they had taken WWI experience (German subs in WWI) into their strategic/tactical though but playing hordes of engineers on small places is something that _ONLY_ can exist in our WitP game and has _NOTHING_ to do with history whatsoever...


Leo "Apollo11"

_____________________________



Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE

(in reply to Splinterhead)
Post #: 70
RE: Idea how to slow building speed down - let's limit ... - 8/12/2004 5:11:50 PM   
Splinterhead


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From: Lenoir City, TN
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Prove that you couldn't fit more than two brigades of engineers on an island the size of Manhatten.

IMO this is one of those things best fixed with house rules, much as I use about the Japanese not being able to carry out a second day of port attacks at Pearl since they historically had only a limited amount of 800kg and modified torpedoes as I understand it.

(in reply to Apollo11)
Post #: 71
RE: Idea how to slow building speed down - let's limit ... - 8/12/2004 5:43:09 PM   
ZOOMIE1980

 

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Joined: 4/9/2004
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quote:

ORIGINAL: Splinterhead

Prove that you couldn't fit more than two brigades of engineers on an island the size of Manhatten.

IMO this is one of those things best fixed with house rules, much as I use about the Japanese not being able to carry out a second day of port attacks at Pearl since they historically had only a limited amount of 800kg and modified torpedoes as I understand it.



Its more than just fitting them. It's placing them all there, housing them and their equipment and then getting them all to work at maximum, coordinated efficiency. There are only so many men and so much equipment that work on a single runway/airfield at one time. You quickly reach a point of serious dimishing return for each added squad. It is NOT linear after a couble of brigades.

We have such considerations in other parts of the game, most notably, after about 200 combat carrier aircraft you start to get penalized with each additional aircraft adding less than its total capability to the mix. The more you add the less you get. This keeps players from massing eight carriers together in a Death Star. Same general principal.

The game needs to be fixed to apply this same diminishing rate of return after a certain point based on base size.

Until then, yes, House Rules should apply to this. Capt Cruft, my current PBEM opponent, you want me to use this House Rule in our game???

(in reply to Splinterhead)
Post #: 72
RE: Idea how to slow building speed down - let's limit ... - 8/12/2004 7:13:44 PM   
mongo


Posts: 260
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From: Ohio, USA
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I'm not sure what good wrangling about this subject anymore will do anyone.

The issue seems so deeply rooted in ideology that it is impossible for resolution. See the thread about the map of australia if you need more refernces to this.

Several folks seem to think multiple units are just fine, the other half believe it'll cause serious strategic harm.

I am willing to trust in the dev team at this point. As long as this game has been in thought and in production, I'd have to believe that whatever is done is for game balance and sheer workability. Sure, they could have made small mistakes on the OOB and such, but we all have to trust the engine at this point.

I know I've seen a lot of games get screwed up (mostly the online games) when different player bases start clamoring for changes "that fix the game". Generally, once you head down that road, it puts the game in a constant flux.

I'd have to agree with the folks who are saying "if you don't like the way it's modeled - house rule it".

_____________________________

"Mongo only pawn..in game of life"

(in reply to ZOOMIE1980)
Post #: 73
RE: Idea how to slow building speed down - let's limit ... - 8/12/2004 9:00:17 PM   
Black Cat

 

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quote:

ORIGINAL: Apollo11

Hi all,

quote:

ORIGINAL: Splinterhead

If we're going to limit the engineers in order to prevent gamey tactics, then are the Japanese going to be forbidden to stay in the PH area on turn 2, form ASW TFs until 1943 or 44, or provide adequate escorts to cargo convoys before late in the war?


I am sorry but this is comparing apples and oranges... "gamey" tactics is hording ENG units to build "overnight" while putting ASW for convoys is something completely different...

There _COULD_ have be good ASW at the beginning of WWII for both sides if they had taken WWI experience (German subs in WWI) into their strategic/tactical though but playing hordes of engineers on small places is something that _ONLY_ can exist in our WitP game and has _NOTHING_ to do with history whatsoever...


Leo "Apollo11"



I See Now !! **your Ideas,** which seriously impact the US player who is **working against the clock** and needs to build bases fast, which they did BTW, are " historicaly accurate".

BUT any idea which makes the Japanese player play in a historically accurate way ( as Splinterheads above ) is not comparable.....Yes I see now.

Good try Leo in Screwing the US Player ....but why not just use House Rules eh ?? You never answered that one

(in reply to Apollo11)
Post #: 74
RE: Idea how to slow building speed down - let's limit ... - 8/12/2004 9:55:57 PM   
BartM


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I have to agree with Mongo, seems this issue isn't going anywhere.

this is the same idea as "not" using subs to land small forces to probe landing spots and a ton of other "house rules" that always come with games like this (via the pbem plague).

don't want to get into the sub thing hehe, simply turn off animations, no visual scouts...

anyway, ...

reading most of this, I do want to quote you Leo, ...

There _COULD_ have be good ASW at the beginning of WWII for both sides if they had taken WWI experience (German subs in WWI) into their strategic/tactical though but playing hordes of engineers on small places is something that _ONLY_ can exist in our WitP game and has _NOTHING_ to do with history whatsoever...


....

this is true, and... it isn't true. through this we are thinking of "basing" our engineers, when in fact, at some islands, men slept in the planes, under the planes, maybe some tents, there wasn't "housing" for these men, the seebee's landed, with whatever gear was available... point in fact, the seebees on guadalcanal used the left over japaneese tools to start construction of the air field.

you can indeed drop two regiments of seebees on manhattan :) how they live, and work, is another matter. you have what (i really dont know this) 1 million people on manhattan ?

anyways, looking at the editor, and seeing the TONS of seebee's, it would not make sense as the allied player, to simply leave them sitting in the west coast.

I still have alot of problems with that term "gamey" since the game gives you the tools, rules are in place, and a goal is set already, yet we want to change what is there.

ok, so some of the rules need to be more refined, but overall, the game in it's present form seems to be fine. if you want to place a limit on LCU's per base, then your forcing the japaneese player to simply sit and wait and watch, as the allied player struggles through thousands of miles of water to gather units from all over the small islands because of this stacking limit, taking yet even more time to accomplish the goals.

I realize some of the game isn't "historical", since the japaneese has complete control over his industry and can dictate army/navy needs, which wasn't even remotely historical since the two constantly fought over it.

dunno, really don't see a fine line here

play the game under the rules given and see what happens...

(in reply to Black Cat)
Post #: 75
RE: Idea how to slow building speed down - let's limit ... - 8/12/2004 9:58:31 PM   
DrewMatrix


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quote:

this is the same idea as "not" using subs to land small forces to probe landing spots


What's wrong with that?

The US did use subs to land small forces to probe landing spots. A friend of my father did it.

"It really was very safe," he told me, "because, you see, the Japanese didn't know we were there."

This was a guy with a different threshold of "very safe" than the one I use.

_____________________________


Beezle - Rapidly running out of altitude, airspeed and ideas.

(in reply to BartM)
Post #: 76
RE: Idea how to slow building speed down - let's limit ... - 8/12/2004 10:00:03 PM   
Damien Thorn

 

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quote:

ORIGINAL: Black Cat


I See Now !! **your Ideas,** which seriously impact the US player who is **working against the clock** and needs to build bases fast, which they did BTW, are " historicaly accurate".

BUT any idea which makes the Japanese player play in a historically accurate way ( as Splinterheads above ) is not comparable.....Yes I see now.

Good try Leo in Screwing the US Player ....but why not just use House Rules eh ?? You never answered that one


You see nothing. Apollo is not trying to "screw" the Allied player. If you have followed his posts for the past year you will see that he is, in no way, a Japanese fanboy. He is just trying to prevent gamey tactics.

As to why a house rule wouldn't fix this (like it would fix a 2nd day Peal Harbor strike) is because it is not verifiable from the other side. You will know if the Japanese stick around for multiple day strikes at Pearl Harbor but you WON'T know if 100,000 engineers are building a base together. (Ironically, you would know if the Japanese tried it because of the sigint advantage and the fact that they wouldn't be building anywhere else in the whole world because it would take all of their engineers.)

(in reply to Black Cat)
Post #: 77
RE: Idea how to slow building speed down - let's limit ... - 8/12/2004 10:28:14 PM   
mjk428

 

Posts: 1944
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From: Western USA
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quote:

ORIGINAL: ZOOMIE1980
Its more than just fitting them. It's placing them all there, housing them and their equipment and then getting them all to work at maximum, coordinated efficiency. There are only so many men and so much equipment that work on a single runway/airfield at one time. You quickly reach a point of serious dimishing return for each added squad. It is NOT linear after a couble of brigades.


I believe we all understand the concept (& reality) of "diminishing returns". What's yet to be demonstrated is that the amount of Seabees employed at Tinian were the maximum amount that could work efficiently. All we have so far are assumptions. Including your assumption that it's not linear "after a couple of brigades". How do we know it's not linear after a couple of squads or six brigades?

Specifically, since at Tinian we had 4 airstrips to work with initially, why two brigades & not four for max efficiency? Did they work 24 hours a day 7 days a week? If not, you could likely triple the amount of workers without them stepping on each other's toes. My main problem with making any changes so far is that it's all based on assumption. Another problem I have with a change is that if someone wants to put "all their eggs in one basket" there are already drawbacks for such behavior.

The game has several arbitrary rules that need to be overcome; such as needing an "8" port for torps or a "9" for mines. Had there been a need to get large quantities of mines deployed in the South Pacific in early '42, the US Navy would have made sure it happened. Allied players have to crash build a high level port (probably @ Noumea) in order to do that. The Japanese can expand much faster & farther in the game than they did historically, yet the Allied player is constrained by game design decisions base on the historical timeline. I see this desire to cap the engineer units as just another attempt to handcuff Allied players so they are forced to sit quietly and take it like a good little masochist.

_____________________________


(in reply to ZOOMIE1980)
Post #: 78
RE: Idea how to slow building speed down - let's limit ... - 8/12/2004 11:12:53 PM   
ZOOMIE1980

 

Posts: 1284
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quote:

ORIGINAL: mjk428

quote:

ORIGINAL: ZOOMIE1980
Its more than just fitting them. It's placing them all there, housing them and their equipment and then getting them all to work at maximum, coordinated efficiency. There are only so many men and so much equipment that work on a single runway/airfield at one time. You quickly reach a point of serious dimishing return for each added squad. It is NOT linear after a couble of brigades.


I believe we all understand the concept (& reality) of "diminishing returns". What's yet to be demonstrated is that the amount of Seabees employed at Tinian were the maximum amount that could work efficiently. All we have so far are assumptions. Including your assumption that it's not linear "after a couple of brigades". How do we know it's not linear after a couple of squads or six brigades?

Specifically, since at Tinian we had 4 airstrips to work with initially, why two brigades & not four for max efficiency? Did they work 24 hours a day 7 days a week? If not, you could likely triple the amount of workers without them stepping on each other's toes. My main problem with making any changes so far is that it's all based on assumption. Another problem I have with a change is that if someone wants to put "all their eggs in one basket" there are already drawbacks for such behavior.

The game has several arbitrary rules that need to be overcome; such as needing an "8" port for torps or a "9" for mines. Had there been a need to get large quantities of mines deployed in the South Pacific in early '42, the US Navy would have made sure it happened. Allied players have to crash build a high level port (probably @ Noumea) in order to do that. The Japanese can expand much faster & farther in the game than they did historically, yet the Allied player is constrained by game design decisions base on the historical timeline. I see this desire to cap the engineer units as just another attempt to handcuff Allied players so they are forced to sit quietly and take it like a good little masochist.


Sure, ALL the values in the game are nothing more than arbitrarily derived numbers use to abstract a more complex real-world reality. Picking "8" for torps, "9" for mines, 200 (or whatever) for the max number carrier a/x in one hex/TF before a diminishing rate of return calc is implimented. A/C limits on bases is another. This is simply yet, another one of those. At SOME point you hit the point where that concept starts to apply if the game is model the real-world. The game should have the SAME kind of calc for troop numbers on an atoll. I have no idea what that number is, but there is a VALID NUMBER out there somewhere. And it will be somewhat ARBITRARY. That's the nature of the beast. If you want to discard all arbitrary values then just elimiate all the limits already enforce. This is really yet another consistancy of design issue. And in this case, the fix is easy. It's a formula tweek, nothing more. Probably one line of code.

(in reply to mjk428)
Post #: 79
RE: Idea how to slow building speed down - let's limit ... - 8/12/2004 11:33:59 PM   
mjk428

 

Posts: 1944
Joined: 6/15/2002
From: Western USA
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quote:

ORIGINAL: ZOOMIE1980

Sure, ALL the values in the game are nothing more than arbitrarily derived numbers use to abstract a more complex real-world reality. Picking "8" for torps, "9" for mines, 200 (or whatever) for the max number carrier a/x in one hex/TF before a diminishing rate of return calc is implimented. A/C limits on bases is another. This is simply yet, another one of those. At SOME point you hit the point where that concept starts to apply if the game is model the real-world. The game should have the SAME kind of calc for troop numbers on an atoll. I have no idea what that number is, but there is a VALID NUMBER out there somewhere. And it will be somewhat ARBITRARY. That's the nature of the beast. If you want to discard all arbitrary values then just elimiate all the limits already enforce. This is really yet another consistancy of design issue. And in this case, the fix is easy. It's a formula tweek, nothing more. Probably one line of code.


I agree that we would need a valid number. That's my main point. The Tinian example doesn't doing anything to help me determine what that is. It does give us a good idea what a given number of Seabees can do. B-29s were flying in about 9 weeks. What I don't know though is:

1) Could they have flown sooner?

2) What level was the airfield at when captured (in game terms)?

3) What level was it at by the end of October when the B-29s started flying?

It seems to me that Tinian can tell us if the build rates of the game are in line with that particular anectdotal example. It doesn't speak to levels of efficiency or maximum capacity though IMO.

If it's shown that build rates are too fast then it seems to make more sense to me that they be adjusted rather than try to affect it in a roundabout way with stacking limits.

Stacking limits affect Allied players much more than Japanese, since the Japanese tend to have smaller (and fewer) engineer units. A stacking limit doesn't so much slow down building as it slows down Allied building.

_____________________________


(in reply to ZOOMIE1980)
Post #: 80
RE: Idea how to slow building speed down - let's limit ... - 8/12/2004 11:39:35 PM   
ZOOMIE1980

 

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quote:

ORIGINAL: mjk428

quote:

ORIGINAL: ZOOMIE1980

Sure, ALL the values in the game are nothing more than arbitrarily derived numbers use to abstract a more complex real-world reality. Picking "8" for torps, "9" for mines, 200 (or whatever) for the max number carrier a/x in one hex/TF before a diminishing rate of return calc is implimented. A/C limits on bases is another. This is simply yet, another one of those. At SOME point you hit the point where that concept starts to apply if the game is model the real-world. The game should have the SAME kind of calc for troop numbers on an atoll. I have no idea what that number is, but there is a VALID NUMBER out there somewhere. And it will be somewhat ARBITRARY. That's the nature of the beast. If you want to discard all arbitrary values then just elimiate all the limits already enforce. This is really yet another consistancy of design issue. And in this case, the fix is easy. It's a formula tweek, nothing more. Probably one line of code.


I agree that we would need a valid number. That's my main point. The Tinian example doesn't doing anything to help me determine what that is. It does give us a good idea what a given number of Seabees can do. B-29s were flying in about 9 weeks. What I don't know though is:

1) Could they have flown sooner?

2) What level was the airfield at when captured (in game terms)?

3) What level was it at by the end of October when the B-29s started flying?

It seems to me that Tinian can tell us if the build rates of the game are in line with that particular anectdotal example. It doesn't speak to levels of efficiency or maximum capacity though IMO.

If it's shown that build rates are too fast then it seems to make more sense to me that they be adjusted rather than try to affect it in a roundabout way with stacking limits.

Stacking limits affect Allied players much more than Japanese, since the Japanese tend to have smaller (and fewer) engineer units. A stacking limit doesn't so much slow down building as it slows down Allied building.


Bottom line, if you haven't got enough raw data to draw a number from, throw a damned dart! Because we know this is a REALITY, we just don't know THE reality. But the reality exists. ANY number is better than NO number at all. And that number is very easy to change, or better yet, made SOFT (novel idea there....SOFT parameters) so you can set it as a game param....

(in reply to mjk428)
Post #: 81
RE: Idea how to slow building speed down - let's limit ... - 8/12/2004 11:47:35 PM   
mjk428

 

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quote:

ORIGINAL: ZOOMIE1980

Bottom line, if you haven't got enough raw data to draw a number from, throw a damned dart! Because we know this is a REALITY, we just don't know THE reality. But the reality exists. ANY number is better than NO number at all. And that number is very easy to change, or better yet, made SOFT (novel idea there....SOFT parameters) so you can set it as a game param....


That might make sense if we all had a problem with it as it stands. I don't abuse the current system and I play the AI. The "player" most likely to be hurt by stacking limits is the AI, since I doubt it will be able to adjust its thinking accordingly.

_____________________________


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Post #: 82
RE: Idea how to slow building speed down - let's limit ... - 8/13/2004 12:00:06 AM   
ZOOMIE1980

 

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quote:

ORIGINAL: mjk428

quote:

ORIGINAL: ZOOMIE1980

Bottom line, if you haven't got enough raw data to draw a number from, throw a damned dart! Because we know this is a REALITY, we just don't know THE reality. But the reality exists. ANY number is better than NO number at all. And that number is very easy to change, or better yet, made SOFT (novel idea there....SOFT parameters) so you can set it as a game param....


That might make sense if we all had a problem with it as it stands. I don't abuse the current system and I play the AI. The "player" most likely to be hurt by stacking limits is the AI, since I doubt it will be able to adjust its thinking accordingly.


We design a lot of simulatons around here. Absent some pretty hard statistical evidence when we are designing limits on simulation we look at the historical "high water" marks to determine those.

In this case Tinian represents the historical high water mark in WWII civil engineering in the Pacific. Barring any other overwhelming evidence to the contrary, that becomse the "top-end" of what ANY concentration of engineers should be able to achieve from a design point, and you work backwards from there. Basically about 7 weeks is the QUICKEST one SHOULD be able to go from a 3(4) base to a 7(4) base, based on historical data. Anything shorter than that is based on conjecture, nothing more. The a/c limits on carrier TF's was derived from the same kind of emperical historic evidence. i imagine they arrived at the settings for base size for mines and torpedoes on some sort of hard historical evidence as well. There are a lot of combat writings concerning the maximum number of troops the US thought was reasonable for invasions of the various sizes of Pacific targets, as well. For me, its all about consistency in design. If you, as a designer, are going to impose "congestion" limits in one area, you should impose them EVERYWHERE they could happen.

(in reply to mjk428)
Post #: 83
RE: Idea how to slow building speed down - let's limit ... - 8/13/2004 12:08:22 AM   
anarchyintheuk

 

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quote:

In this case Tinian represents the historical high water mark in WWII civil engineering in the Pacific. Barring any other overwhelming evidence to the contrary, that becomse the "top-end" of what ANY concentration of engineers should be able to achieve from a design point, and you work backwards from there. Basically about 7 weeks is the QUICKEST one SHOULD be able to go from a 3(4) base to a 7(4) base, based on historical data. Anything shorter than that is based on conjecture, nothing more. The a/c limits on carrier TF's was derived from the same kind of emperical historic evidence. i imagine they arrived at the settings for base size for mines and torpedoes on some sort of hard historical evidence as well. There are a lot of combat writings concerning the maximum number of troops the US thought was reasonable for invasions of the various sizes of Pacific targets, as well. For me, its all about consistency in design. If you, as a designer, are going to impose "congestion" limits in one area, you should impose them EVERYWHERE they could happen.


If you're talking about 7 weeks with only 2 brigades of engineers (I think I read that somewhere on this thread), I'd agree with you. Then again I don't think the system is gamey and/or broken. A design decision was made to treat a hex as a hex, a port as a port and an airfield as an airfield. Unless someone wants to come up w/ stacking limits that apply to all LCUs based on some sort of historical square acreage available for use per hex, this thread is useless. If someone does want to come up w/ the above please seek help.

(in reply to ZOOMIE1980)
Post #: 84
RE: Idea how to slow building speed down - let's limit ... - 8/13/2004 12:16:40 AM   
DrewMatrix


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Remember "an airbase" isn't one airstrip. It is all the air facilities in a 3600 square mile area. (Yes, I know, it is a hexagon, not a square, so call it ~3500 square miles)

The "San Francsico Hes" for example includes (at present) 3 different international airports Oakland, SFO and SJO), a large military airbases (Travis -there used to be one at Hamilton Field and another at Alameda), a large NASA Air Facility and many dozens of "fighter strips (Municipal Airports)


The "airbase" in a hex can be that fighter strip as well as the huge bomber complex on the other side of the estuary. And each of those separate airfields could easily have a complete different construction crew working on it, not getting in each other's way or anything.

_____________________________


Beezle - Rapidly running out of altitude, airspeed and ideas.

(in reply to anarchyintheuk)
Post #: 85
RE: Idea how to slow building speed down - let's limit ... - 8/13/2004 12:28:55 AM   
ZOOMIE1980

 

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

ORIGINAL: anarchyintheuk

quote:

In this case Tinian represents the historical high water mark in WWII civil engineering in the Pacific. Barring any other overwhelming evidence to the contrary, that becomse the "top-end" of what ANY concentration of engineers should be able to achieve from a design point, and you work backwards from there. Basically about 7 weeks is the QUICKEST one SHOULD be able to go from a 3(4) base to a 7(4) base, based on historical data. Anything shorter than that is based on conjecture, nothing more. The a/c limits on carrier TF's was derived from the same kind of emperical historic evidence. i imagine they arrived at the settings for base size for mines and torpedoes on some sort of hard historical evidence as well. There are a lot of combat writings concerning the maximum number of troops the US thought was reasonable for invasions of the various sizes of Pacific targets, as well. For me, its all about consistency in design. If you, as a designer, are going to impose "congestion" limits in one area, you should impose them EVERYWHERE they could happen.


If you're talking about 7 weeks with only 2 brigades of engineers (I think I read that somewhere on this thread), I'd agree with you. Then again I don't think the system is gamey and/or broken. A design decision was made to treat a hex as a hex, a port as a port and an airfield as an airfield. Unless someone wants to come up w/ stacking limits that apply to all LCUs based on some sort of historical square acreage available for use per hex, this thread is useless. If someone does want to come up w/ the above please seek help.


We already have "stacking limits" in the game. The rule against using more than X number of carrier aircraft per TF before incurring penalites is a "stacking limit". The rule of allowing only a limited number of aircraft to operate from a base based on airfield size is a "stacking limit" design. From a design persepctive you have a game with stacking limits or you don't. The game already has stacking limits, so just apply stackling limits to everything that would have a real world "congestive" limit. Only so many engineers can work on one project at a time. Only so many troops can be jammed onto an atoll at one time and still fight without shooting each other more than the enemy. Only so many aircraft can be managed and operated in a fixed amount of airspace at one time before they start shooting themselves down and running into one another. It is a UNIVERSAL concept.

And unlike the aircraft upgrade thread this thing is fixed by a single line of code. The formula that calculates how much gets built at a base each day. Apply a dimishing rate of return after a fixed manpower/equipment number, to the formula.

< Message edited by ZOOMIE1980 -- 8/12/2004 10:31:58 PM >

(in reply to anarchyintheuk)
Post #: 86
RE: Idea how to slow building speed down - let's limit ... - 8/13/2004 12:36:01 AM   
ZOOMIE1980

 

Posts: 1284
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quote:

ORIGINAL: Beezle

Remember "an airbase" isn't one airstrip. It is all the air facilities in a 3600 square mile area. (Yes, I know, it is a hexagon, not a square, so call it ~3500 square miles)

The "San Francsico Hes" for example includes (at present) 3 different international airports Oakland, SFO and SJO), a large military airbases (Travis -there used to be one at Hamilton Field and another at Alameda), a large NASA Air Facility and many dozens of "fighter strips (Municipal Airports)


The "airbase" in a hex can be that fighter strip as well as the huge bomber complex on the other side of the estuary. And each of those separate airfields could easily have a complete different construction crew working on it, not getting in each other's way or anything.


Tinian, itself, occupies probably less than 10% of its hex, probbly less than 5%. Kawajelin probably less than 1%. A better analogy, in the Pacific theater context, is how many engineers could effectively work on building Broadway from 57St down to 24th St before stumbling all over each other...

(in reply to DrewMatrix)
Post #: 87
RE: Idea how to slow building speed down - let's limit ... - 8/13/2004 12:36:10 AM   
Mr.Frag


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quote:

And unlike the aircraft upgrade thread this thing is fixed by a single line of code. The formula that calculates how much gets built at a base each day. Apply a dimishing rate of return after a fixed manpower/equipment number, to the formula.


Not valid. Different types of units would need different limits. Different types of terrains would also need different limits. Differing climate areas would also have different limits. It's not a simple single formula. To be worth putting in, it needs to be realistic.

SeaBee units for example should have a higher limit that normal units as they were designed from the ground up for the express purpose of power building bases. Taking that away from the USA is just plain silly!

(in reply to ZOOMIE1980)
Post #: 88
RE: Idea how to slow building speed down - let's limit ... - 8/13/2004 12:40:13 AM   
anarchyintheuk

 

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I was referring to LCUs.

(in reply to ZOOMIE1980)
Post #: 89
RE: Idea how to slow building speed down - let's limit ... - 8/13/2004 12:42:26 AM   
ZOOMIE1980

 

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quote:

ORIGINAL: Mr.Frag

quote:

And unlike the aircraft upgrade thread this thing is fixed by a single line of code. The formula that calculates how much gets built at a base each day. Apply a dimishing rate of return after a fixed manpower/equipment number, to the formula.


Not valid. Different types of units would need different limits. Different types of terrains would also need different limits. Differing climate areas would also have different limits. It's not a simple single formula. To be worth putting in, it needs to be realistic.

SeaBee units for example should have a higher limit that normal units as they were designed from the ground up for the express purpose of power building bases. Taking that away from the USA is just plain silly!


That's all fair and good. But this isn't a "design" change in the fashion that overhauling the Japanese research engine or the upgrade system is. It's formula modification, nothing more. The undebatable FACT is there is a congestive limit at some point and all congestive limits should be accounted for in a consistent game design. I'll leave it to the anal to pick the number, for me Tinian with 2 Bgd represents the "state-of-the-art" as defined by history. Everything esle is subjective conjecture....

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