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RE: The most frustrating feature of TOAW engine

 
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RE: The most frustrating feature of TOAW engine - 10/24/2005 11:58:42 PM   
Capitaine

 

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Norm has never, at any time I am aware of and through all of his patch notes, even alluded that the turn ending mechanism was defective, bugged, unrealistic, or the slightest bit in need of help. It's not like Norm pushed the game out the door and just turned away. There were numerous editions and patches.

Oleg is right that apparently some of you just don't see the premise of the game and this feature. Likely, it's because you don't want to and you want to play the way you want to play, not the way the game is designed. And who is doing the "deifying" here? It's those who want to change the fundamental nature of the game's combat system, simply because they want to design and play scenarios that in their opinion -- very subjective -- they should be able to create. If you don't understand what the time usage feature is about, then you don't know as much about the game as you think you know. At least in my opinion.

I don't have much interest at this point in revisiting TOAW, but I'm sure Matrix would not alter the fundamental nature of the game so drastically as you all suggest. The "formation by formation" rubric you tout is the very kind of behavior the time usage rule is meant to stop. Limit your scenarios to smaller operations, and you will have better results. Not even then will everyone be happy, but then there's a point when you decide perhaps you just don't like a given game and you move on. Maybe that's your angle.

(in reply to ColinWright)
Post #: 121
RE: The most frustrating feature of TOAW engine - 10/25/2005 12:03:47 AM   
golden delicious


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quote:

ORIGINAL: Oleg Mastruko
To say that some unit was held up by some enemy unit 300 miles away is gross exaggeration, or malice, or failure to understand basic principles of this game.


I understand the principle of the game. What I've been trying to explain to you for the last three pages is that this principle is wrong and should be fixed.

I don't suffer from this kind of problem all that much, because I do appreciate how the game works. I also appreciate that I have to go to work tomorrow morning. Some unpleasant facts of life cannot be changed- others can. TOAW's early turn ending model falls into the latter category.

quote:

You're free to intensely dislike his chosen method, and propose alternatives, but when you use ridicolous or malicious arguments like above I can't let it pass unchecked.


How was my argument malicious? Because I was daring to criticise Norm? Norm Himself has repeatedly modified his design- so it can hardly be perfect.

< Message edited by golden delicious -- 10/25/2005 12:14:21 AM >


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Post #: 122
RE: The most frustrating feature of TOAW engine - 10/25/2005 12:07:41 AM   
golden delicious


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quote:

ORIGINAL: Capitaine

Norm has never, at any time I am aware of and through all of his patch notes, even alluded that the turn ending mechanism was defective, bugged, unrealistic, or the slightest bit in need of help.


He also hasn't said that the naval engine is flawed. Not that I can recall anyway.

OK... so who wants to simulate the battle of the Coral Sea using TOAW? Norm hasn't said that the naval engine is flawed, therefore it must be perfect.

quote:

It's not like Norm pushed the game out the door and just turned away. There were numerous editions and patches.


Including some unreleased. Hell, Norm has publically stated that he wanted to go even further than what's contained in 1.07. He never said what he wanted to change, but clearly he felt the game needed some serious work.

Finally, our suggested fix, which I'm glad to see you've at least noticed, is more resource-heavy than the alternative

quote:

The "formation by formation" rubric you tout is the very kind of behavior the time usage rule is meant to stop. Limit your scenarios to smaller operations, and you will have better results.


You don't follow the TOAW community at all, do you? The very large scenarios are typically the most popular ones. Small scenarios are OK- but TOAW is capable of so much more. Sort of comical, really. On the same thread I'm arguing with you and Oleg about how we must change Norm's perfection despite the fact that (in addition to making it a better simulation) it will make the popular scenarios much more playable, and with Lava that we shouldn't turn TOAW into a populist game to appeal to the masses. The common factor is that you both want to limit what TOAW can do.

Really, this is pretty incredible. Can't be Norm's fault- his design is perfect. Must be Ben's fault. Obviously he's a bad designer.

< Message edited by golden delicious -- 10/25/2005 12:13:00 AM >


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Post #: 123
RE: The most frustrating feature of TOAW engine - 10/25/2005 12:18:46 AM   
Oleg Mastruko


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quote:

ORIGINAL: golden delicious

quote:

You're free to intensely dislike his chosen method, and propose alternatives, but when you use ridicolous or malicious arguments like above I can't let it pass unchecked.


How was my argument malicious? Because I was daring to criticise Norm? Norm Himself has repeatedly modified his design- so it can hardly be perfect.


I said "ridicolous OR malicious". I'd personally say it's ridicolous, and since you deny being malicious, "ridicolous" seems to be your pick as well So we agree? LOL

Also, I hope you and Colin will finally stop using most childish argument (no it's not even an "argument") that all those who like the game the way it is, are somehow deifiying Norm, turning him into super-human being, personality cult or whatnot.

I said it repeatedly - though you refuse to accept it - that Norm is not perfect, his design may not be perfect, but it's HIS design, his game system, as coherent as it may be, he is the only one to make a call whether something works right or not.

You know, a movie may have only one director, and it's he who makes a call. Not much use in "democratizing", say, Hitchcock movies, turning them into open source projects where everyone will have his say - end result would be incoherent garbage.

Way I see it, it's either Norm - with all his imperfections - or total dissaray and chaos. That's my very personal opinion on design and development of this (and almost every other) wargame. (BTW totaly unrelated to the "early turn end" issue.) But you're free to try, by all means...

PS. Off topic. Ever asked yourself why the most successful strategy games are usually designed by ONE man? You know like Norm Koger's TOAW, Gary Grigsby's <insert name of any GG game here>, Sid Meyer's Civilizaton (or Gettysburg or any other title), etc etc etc.

Oleg

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Post #: 124
RE: The most frustrating feature of TOAW engine - 10/25/2005 12:25:24 AM   
Oleg Mastruko


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quote:

ORIGINAL: golden delicious

quote:

ORIGINAL: Capitaine

Norm has never, at any time I am aware of and through all of his patch notes, even alluded that the turn ending mechanism was defective, bugged, unrealistic, or the slightest bit in need of help.


He also hasn't said that the naval engine is flawed. Not that I can recall anyway.



Dude, that much is obvious.

It's not "flawed", it's just so very basic, as is fitting for the game originally meant to portray mechanized land campaigns in WW2 period (later expanded to cover whole century).

It is you and Colin who constantly whine on this "flawed" argument, without realizing that portraying Jutland was neven NEVER the intention of TOAW at all. So it's not flawed. It's just not there. BTW - this much was said by Norm himself in his posts many months ago.

O.



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Post #: 125
RE: The most frustrating feature of TOAW engine - 10/25/2005 2:41:28 AM   
lancerunolfsson

 

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quote:

It's not "flawed", it's just so very basic, as is fitting for the game originally meant to portray mechanized land campaigns in WW2 period (later expanded to cover whole century).


Given this case it is highly ironic that the engine seems to work much better for WWI than WW2. Many fewer egrigious turn endings etc. in the earlier period;^)

(in reply to Oleg Mastruko)
Post #: 126
RE: The most frustrating feature of TOAW engine - 10/25/2005 2:42:27 AM   
ColinWright

 

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quote:

The "formation by formation" rubric you tout is the very kind of behavior the time usage rule is meant to stop.


How?

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Post #: 127
RE: The most frustrating feature of TOAW engine - 10/25/2005 2:49:15 AM   
ColinWright

 

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quote:

ORIGINAL: Oleg Mastruko

quote:

ORIGINAL: golden delicious

quote:

ORIGINAL: Capitaine

Norm has never, at any time I am aware of and through all of his patch notes, even alluded that the turn ending mechanism was defective, bugged, unrealistic, or the slightest bit in need of help.


He also hasn't said that the naval engine is flawed. Not that I can recall anyway.



Dude, that much is obvious.

It's not "flawed", it's just so very basic, as is fitting for the game originally meant to portray mechanized land campaigns in WW2 period (later expanded to cover whole century).

It is you and Colin who constantly whine on this "flawed" argument, without realizing that portraying Jutland was neven NEVER the intention of TOAW at all. So it's not flawed. It's just not there. BTW - this much was said by Norm himself in his posts many months ago.

O.




First off, we don't 'whine' any more than you 'squeal.' So try to keep a civil tongue in your head.

Secondly, we ARE discussing possible revisions to the game. Presumably, such revisions are to be improvements. As you yourself admit, TOAW doesn't do much to model naval warfare. It does have ships, so presumably the possibility of there being campaigns involving water was admitted. Since the more interesting campaigns tend to be those where BOTH sides have armed forces, it follows that a reasonable model for naval warfare would be an eminently desirable addition to TOAW.

So what the ****? It would seem that you refuse to admit the desirability of any change at all -- on the very forum where change is being discussed. TOAW would seem to be necessarily perfect as is -- that would seem to be your position. Why perfect? Because it was designed by El Norm.

Right...

(in reply to Oleg Mastruko)
Post #: 128
RE: The most frustrating feature of TOAW engine - 10/25/2005 2:56:24 AM   
ColinWright

 

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quote:

ORIGINAL: Oleg Mastruko


...Way I see it, it's either Norm - with all his imperfections - or total dissaray and chaos. That's my very personal opinion on design and development of this (and almost every other) wargame. (BTW totaly unrelated to the "early turn end" issue.) But you're free to try, by all means...


Oleg


Ein Reich, ein Volk, ein Fuhrer...

Anyway, your argument would have some validity if Norm had either declared his work finished or was still directing it. However, neither is the case. Norm can't continue -- gives his blessing to his successors. Talonsoft has started a forum to discuss what changes would be desirable. THAT IS WHAT WE ARE DOING.


< Message edited by ColinWright -- 10/25/2005 3:56:05 AM >

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Post #: 129
RE: The most frustrating feature of TOAW engine - 10/25/2005 2:57:46 AM   
ColinWright

 

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quote:

ORIGINAL: lancerunolfsson

quote:

It's not "flawed", it's just so very basic, as is fitting for the game originally meant to portray mechanized land campaigns in WW2 period (later expanded to cover whole century).


Given this case it is highly ironic that the engine seems to work much better for WWI than WW2. Many fewer egrigious turn endings etc. in the earlier period;^)


Probably the generally lower movement rates. If you're only going to get two-three rounds anyway, turn ending on round one is less important.

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Post #: 130
RE: The most frustrating feature of TOAW engine - 10/25/2005 5:47:07 AM   
geozero


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I must agree with Oleg. TOAW served its design and purpose, and still does to this day. TOAW was never intended to simulate naval engagements, or the bombing of the Reich, etc. It is mainly a land warfare game. It is hex based because that's what war board gamers grew up with, and are familiar. I think Norm identified the market, designed a game that met most of the community's desire, and delivered a game that was unprecedented, and seldom surpassed.

However, all games are flawed in one way or another. It's an inherent problem for the designer (and publisher) who must make decisions about weighing playability, realism, etc.

Can there be improvements or upgrades to the "existing" TOAW? Probably.

But I think that Matrix has some very capable group of designers, programmers and testers. And they do listen to the community.

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Post #: 131
RE: The most frustrating feature of TOAW engine - 10/25/2005 8:08:00 AM   
ralphtricky


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quote:

ORIGINAL: ColinWright


quote:

ORIGINAL: ralphtrick

Has anyone considered the affects of introducing a 'delay x phase' command would be? It could probably be put on the attack planning dialog, and I think that it might resolve some of the issues mentioned here.

It would allow you to coordinate things like 'a probing attack with these units, followed by the main punch by these units.

Thoughts?

Ralph



Functionally, how would this differ from simply not making the attack until a later round? If the attack is to be launched in the SAME round, then launching it later will simply increase the amount of time it takes for all attacks to be resolved in that round.

As I see, currently the problem is that everyone has to wait around until all attacks have been resolved. The problem is that if one attack turns out to eat up the whole turn, everyone's turn is over.


If the attack hasn't started yet, then nothing happens, although you can't make any changes to the units.

Adding a Delay until turn X option would allow people to plan around the system somewhat, and add another level of meaningful decisions. I'd think that a common scenario would be to attach a remote until to pull the reserves, then attack with force the main place that you wanted to attack. With a 'Delay' option, you could potentially plan most of your attacks. It actually makes sense to me too, to be able to plan out the attacks that way.

No, this doesn't 'fix' the perceived problem, but it does allow people to do much of what they want to do without major changes.

Ralph


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Post #: 132
RE: The most frustrating feature of TOAW engine - 10/25/2005 12:51:39 PM   
golden delicious


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quote:

ORIGINAL: geozero

I must agree with Oleg. TOAW served its design and purpose, and still does to this day. TOAW was never intended to simulate naval engagements, or the bombing of the Reich, etc. It is mainly a land warfare game.


Right. So let's model some mainly land-based campaigns. Seelowe's a good one- oh, wait, that involves naval warfare.

I'm not asking for TOAW to be able to model the battle of Midway. I'm asking for it to provide realistic results to impact on the land warfare.

quote:

However, all games are flawed in one way or another. It's an inherent problem for the designer (and publisher) who must make decisions about weighing playability, realism, etc.


All games are flawed, but some are more flawed than others.

quote:

But I think that Matrix has some very capable group of designers, programmers and testers. And they do listen to the community.


Right! So what changes would you like to see? Personally, I think formation-by-formation early turn ending, a better supply model, and more realistic naval results would be good changes.

_____________________________

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"War Studies"
"War? Huh. What is it good for?"
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Post #: 133
RE: The most frustrating feature of TOAW engine - 10/25/2005 1:16:20 PM   
golden delicious


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quote:

ORIGINAL: ralphtrick

If the attack hasn't started yet, then nothing happens, although you can't make any changes to the units.

Adding a Delay until turn X option would allow people to plan around the system somewhat, and add another level of meaningful decisions. I'd think that a common scenario would be to attach a remote until to pull the reserves, then attack with force the main place that you wanted to attack. With a 'Delay' option, you could potentially plan most of your attacks. It actually makes sense to me too, to be able to plan out the attacks that way.

No, this doesn't 'fix' the perceived problem, but it does allow people to do much of what they want to do without major changes.


Trying to get a better idea of what you want here. You want to restrict user input to the first combat round, with things being automated based on his orders after that? That would be interesting- sort of a move in the direction of WEGO without having to do too much work on the system.

_____________________________

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"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

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Post #: 134
RE: The most frustrating feature of TOAW engine - 10/25/2005 1:48:40 PM   
steveh11Matrix


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quote:

ORIGINAL: golden delicious


quote:

ORIGINAL: geozero

I must agree with Oleg. TOAW served its design and purpose, and still does to this day. TOAW was never intended to simulate naval engagements, or the bombing of the Reich, etc. It is mainly a land warfare game.


Right. So let's model some mainly land-based campaigns. Seelowe's a good one- oh, wait, that involves naval warfare.

I'm not asking for TOAW to be able to model the battle of Midway. I'm asking for it to provide realistic results to impact on the land warfare.

A bit of a Straw Man argument here: if you want to model Seelowe in TOAW you start with the RAF and RN defeated, and work on from there.

In general, I'd say that TOAW focusses primarily on land warfare and that therefore any use of naval forces in a scenario should be restricted to their use in support of the land campaign. If you want to model the PTO in WW2, play WitP. Then you can bitch about the poor land model...


I tend to agree that
quote:

Right! So what changes would you like to see? Personally, I think formation-by-formation early turn ending [and] a better supply model
would be good changes to aim for, though.

Steve.

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Post #: 135
RE: The most frustrating feature of TOAW engine - 10/25/2005 3:29:02 PM   
golden delicious


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quote:

ORIGINAL: steveh11Matrix

A bit of a Straw Man argument here: if you want to model Seelowe in TOAW you start with the RAF and RN defeated, and work on from there.


Great. One doesn't even need TOAW for this simulation. The Germans win every time.

quote:

In general, I'd say that TOAW focusses primarily on land warfare and that therefore any use of naval forces in a scenario should be restricted to their use in support of the land campaign. If you want to model the PTO in WW2, play WitP.


I don't, but I do like to play land campaigns where naval warfare has an impact. This can't always be done using events.

Anyway, you're right in that TOAW shouldn't be made into a detailed naval model. That's not what it's for. I just want it to produce realistic results from naval warfare to impact on the land campaign. I don't really want to have to think about naval strategy. I do want to be able to ask the navy to interfere with the seaborne supplies of my opponent.

_____________________________

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Post #: 136
RE: The most frustrating feature of TOAW engine - 10/25/2005 3:50:08 PM   
steveh11Matrix


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quote:

ORIGINAL: golden delicious


quote:

ORIGINAL: steveh11Matrix

A bit of a Straw Man argument here: if you want to model Seelowe in TOAW you start with the RAF and RN defeated, and work on from there.


Great. One doesn't even need TOAW for this simulation. The Germans win every time.

Hmm....depends on the supply assumptions, but broadly, yes.
quote:


quote:

In general, I'd say that TOAW focusses primarily on land warfare and that therefore any use of naval forces in a scenario should be restricted to their use in support of the land campaign. If you want to model the PTO in WW2, play WitP.


I don't, but I do like to play land campaigns where naval warfare has an impact. This can't always be done using events.

I think that, in such cases, trying to use TOAW is a mistake, like using a hammer to drive a screw - you can do it, but it's harder and the results aren't as good.

I really do think that for these truly combined-arms-at-the-operational-level situations a standalone game is required, that can take due account of the actual situation. Trying to bend TOAW to fit simply isn't going to work.

Mark you, if Matrix were able to kinda-sorta fit the WitP Naval-Air model into a TOAW setting, it really, really would be good.
quote:



Anyway, you're right in that TOAW shouldn't be made into a detailed naval model. That's not what it's for. I just want it to produce realistic results from naval warfare to impact on the land campaign. I don't really want to have to think about naval strategy. I do want to be able to ask the navy to interfere with the seaborne supplies of my opponent.
Something like stopping supply from getting into Sevastopol or Leningrad when you've laid siege on the landward side, for example? Yes, I think I would certainly agree with you there. I'd even go so far as to allow for naval interceptions, if they could be programmed in easily and bug-free, and without unforseen complications. But to me at any rate TOAW is primarily a game of operational warfare on land, and that is where it's emphasis should remain. I see tweaks to the naval side as being of relatively low priority. Doesn't mean I can't see their utility, just that there are other things to do. Like stopping the silly-end-of-turn, for example....

Steve.


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Post #: 137
RE: The most frustrating feature of TOAW engine - 10/25/2005 4:18:58 PM   
golden delicious


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quote:

ORIGINAL: steveh11Matrix

I think that, in such cases, trying to use TOAW is a mistake, like using a hammer to drive a screw - you can do it, but it's harder and the results aren't as good.


In this case, we don't have a screwdriver. I'm asking that we be given one.

quote:

Mark you, if Matrix were able to kinda-sorta fit the WitP Naval-Air model into a TOAW setting, it really, really would be good.


Well, I haven't played WitP- but I wouldn't go that far. I'd prefer it if any future naval system in TOAW not require the player to pay too much attention. The game is, after all, primarily about land warfare. I just want a naval engine which allows proper simulation of land campaigns which are affected by naval warfare.

I don't think there's a great deal of difference between our positions at this point.

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Post #: 138
RE: The most frustrating feature of TOAW engine - 10/25/2005 4:23:17 PM   
Oleg Mastruko


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quote:

ORIGINAL: golden delicious
Well, I haven't played WitP-


You should try WITP. I shudder at the thought of what "smart" suggestions would you and Colin have regarding "deeply flawed" LAND combat model in that game

Oleg

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Post #: 139
RE: The most frustrating feature of TOAW engine - 10/25/2005 4:40:44 PM   
golden delicious


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quote:

ORIGINAL: Oleg Mastruko
You should try WITP. I shudder at the thought of what "smart" suggestions would you and Colin have regarding "deeply flawed" LAND combat model in that game


Probably. It's only a guess- but I suspect that WITP struggles with things like the operations in the Philippines. I assume it can handle fighting on smaller islands.

Btw, you should go work for the BBC. They use quote marks in inappropriate places too.

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Post #: 140
RE: The most frustrating feature of TOAW engine - 10/25/2005 5:02:51 PM   
VicKevlar

 

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I highly suggest the attitude disappear from these parts.....and quickly. Got it everyone?

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Post #: 141
RE: The most frustrating feature of TOAW engine - 10/25/2005 6:07:41 PM   
ColinWright

 

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quote:

ORIGINAL: steveh11Matrix


quote:

ORIGINAL: golden delicious


quote:

ORIGINAL: steveh11Matrix

A bit of a Straw Man argument here: if you want to model Seelowe in TOAW you start with the RAF and RN defeated, and work on from there.


Great. One doesn't even need TOAW for this simulation. The Germans win every time.

Hmm....depends on the supply assumptions, but broadly, yes.
quote:


quote:

In general, I'd say that TOAW focusses primarily on land warfare and that therefore any use of naval forces in a scenario should be restricted to their use in support of the land campaign. If you want to model the PTO in WW2, play WitP.


I don't, but I do like to play land campaigns where naval warfare has an impact. This can't always be done using events.

I think that, in such cases, trying to use TOAW is a mistake, like using a hammer to drive a screw - you can do it, but it's harder and the results aren't as good.

I really do think that for these truly combined-arms-at-the-operational-level situations a standalone game is required, that can take due account of the actual situation. Trying to bend TOAW to fit simply isn't going to work.

Mark you, if Matrix were able to kinda-sorta fit the WitP Naval-Air model into a TOAW setting, it really, really would be good.
quote:



Anyway, you're right in that TOAW shouldn't be made into a detailed naval model. That's not what it's for. I just want it to produce realistic results from naval warfare to impact on the land campaign. I don't really want to have to think about naval strategy. I do want to be able to ask the navy to interfere with the seaborne supplies of my opponent.
Something like stopping supply from getting into Sevastopol or Leningrad when you've laid siege on the landward side, for example? Yes, I think I would certainly agree with you there. I'd even go so far as to allow for naval interceptions, if they could be programmed in easily and bug-free, and without unforseen complications. But to me at any rate TOAW is primarily a game of operational warfare on land, and that is where it's emphasis should remain. I see tweaks to the naval side as being of relatively low priority. Doesn't mean I can't see their utility, just that there are other things to do. Like stopping the silly-end-of-turn, for example....

Steve.




...too bad this board doesn't make it easy to select just part of a post to reply to.

Anyway, I agree with most of your conclusion, although I'd hardly assign improving the naval model/air model a low priority. There are just too many campaigns where this limitation hamstrings simulation with TOAW.

I don't expect an engine that will permit TOAW to simulate primarily naval campaigns. However, I do want air/naval warfare simulated well enough so that it can function reasonably well as a subsidiary part of the whole picture. A good comparision would be to the state of the way air combat is currently modelled with reference to land warfare. That has its flaws too -- but it more or less works as long as one stays focussed on the land combat. You can't do the Battle of Britain, you can do Kursk. If naval/air war could be brought to the same level of simulation, we'd really be cooking with gas.

(in reply to steveh11Matrix)
Post #: 142
RE: The most frustrating feature of TOAW engine - 10/25/2005 8:12:29 PM   
*Lava*


Posts: 1924
Joined: 2/9/2004
Status: offline
quote:

ORIGINAL: JMS2

Simplicity is not going to wash with the core gamers that are likely to be the bulk of TOAW buyers, so in the end, yes, profits are a problem for Matrix, because if the product is not up to scratch, nobody's going to fall for it.


Hi!

No, I think you guys are all missing my point.

I am not arguing for simplicity, what I am basically trying to say is to try to broaden the appeal of the game by including more scenarios and using some imagination.

But my basic complaint is, when you look at the TOAW section of the forums and you see the biggest thread on it having a conversation about how the game is "broken", it doesn't lend itself too favorably to people who have never played the game.

So, unlike you, I do believe that it not only depends on the product, but what the players have to say about it. And if the impression you are giving people is that it is broken, then you are doing Matrix and TOAW a disservice.

Just take a look at some of the subject lines in this section of the forum... you'd think the game was a complete disaster needing a total overhaul.



Ray (alias Lava)

_____________________________


(in reply to JMS2)
Post #: 143
RE: The most frustrating feature of TOAW engine - 10/25/2005 8:20:41 PM   
ColinWright

 

Posts: 2604
Joined: 10/13/2005
Status: offline

quote:

ORIGINAL: Lava

quote:

ORIGINAL: JMS2

Simplicity is not going to wash with the core gamers that are likely to be the bulk of TOAW buyers, so in the end, yes, profits are a problem for Matrix, because if the product is not up to scratch, nobody's going to fall for it.


Hi!

No, I think you guys are all missing my point.

I am not arguing for simplicity, what I am basically trying to say is to try to broaden the appeal of the game by including more scenarios and using some imagination.

But my basic complaint is, when you look at the TOAW section of the forums and you see the biggest thread on it having a conversation about how the game is "broken", it doesn't lend itself too favorably to people who have never played the game.

So, unlike you, I do believe that it not only depends on the product, but what the players have to say about it. And if the impression you are giving people is that it is broken, then you are doing Matrix and TOAW a disservice.

Just take a look at some of the subject lines in this section of the forum... you'd think the game was a complete disaster needing a total overhaul.



Ray (alias Lava)


Sigh. Well, if I were Matrix, I'd quit using ColinWright as my ad agency. Might even want to think about putting a stop payment on that last check...

This is a FORUM. People say what comes to mind. If I want to promote wargaming, I'll go out and promote wargaming. However, that's not what I am doing at the moment.

(in reply to *Lava*)
Post #: 144
RE: The most frustrating feature of TOAW engine - 10/25/2005 8:22:25 PM   
JJKettunen


Posts: 3530
Joined: 3/12/2002
From: Finland
Status: offline
I thought true grognards were people who continuously complain about the games they love.

_____________________________

Jyri Kettunen

The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.

- A. Solzhenitsyn

(in reply to *Lava*)
Post #: 145
RE: The most frustrating feature of TOAW engine - 10/25/2005 8:45:46 PM   
geozero


Posts: 1886
Joined: 5/22/2002
From: Southern California, U.S.A.
Status: offline
I thought true grognards were professional and mature.

_____________________________

JUST SAY NO... To Hideous Graphics.

(in reply to JJKettunen)
Post #: 146
RE: The most frustrating feature of TOAW engine - 10/25/2005 9:48:12 PM   
JJKettunen


Posts: 3530
Joined: 3/12/2002
From: Finland
Status: offline
quote:

ORIGINAL: geozero

I thought true grognards were professional and mature.


At least some of them have a sense of humour.

_____________________________

Jyri Kettunen

The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.

- A. Solzhenitsyn

(in reply to geozero)
Post #: 147
RE: The most frustrating feature of TOAW engine - 10/25/2005 9:55:00 PM   
golden delicious


Posts: 5575
Joined: 9/5/2000
From: London, Surrey, United Kingdom
Status: offline

quote:

ORIGINAL: Lava

[Just take a look at some of the subject lines in this section of the forum... you'd think the game was a complete disaster needing a total overhaul.


The point of this forum is to discuss the potential changes Matrix may be making to the game.

When Matrix releases the game, I am sure they will list all the great fixes they've made. That'll be the time to tell people what a great game it is.

In the meantime, for those who want to see how awesome TOAW is, I suggest you follow the link in my signature line.

_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to *Lava*)
Post #: 148
RE: The most frustrating feature of TOAW engine - 10/25/2005 10:02:09 PM   
lok

 

Posts: 22
Joined: 10/17/2005
Status: offline
quote:

ORIGINAL: steveh11Matrix

I really do think that for these truly combined-arms-at-the-operational-level situations a standalone game is required, that can take due account of the actual situation. Trying to bend TOAW to fit simply isn't going to work.


Does anyone know of such a game (for the PC) that does a decent job in combined arms (land-air-naval)? Strategic and/or operational level (not tactical). WWII and/or Modern.
Any favorites or suggestions?

(in reply to golden delicious)
Post #: 149
RE: The most frustrating feature of TOAW engine - 10/25/2005 10:19:39 PM   
ColinWright

 

Posts: 2604
Joined: 10/13/2005
Status: offline
....

< Message edited by ColinWright -- 10/25/2005 10:22:42 PM >

(in reply to geozero)
Post #: 150
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