Tristanjohn -> RE: PLEASE FIX AIR COMBAT! (1/24/2006 5:24:40 PM)
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ORIGINAL: TheElf I agree with Joe Wilkerson. I think we all agree that smaller engagements are fine, large ones aren't. I have regular encounters in China and even in the S/SW Pacific where only one, two, or even three aircraft are shot down. Total. I also see my P-38s have a bad every now and again vs. Tonys and even A6M2s. The difference is I try not to get into the typical WitP player's "keeping up with the Joneses" rut. I'm beginning to believe the cold war-style arms race in the sky's of WITP and human nature are really the culprits of the whacked A2A model. What I mean by this is players often see an A2A battle where they didn't get the upper hand and think; "Hmmm... next time I'll get him, I'll just send more aircraft..." the next turn the disappointed opponent thinks; "hmmmm...ok I see how it is, let's see him beat THIS..." and the Numerical advantage race is on. The people I see posting the "This air model is broken!" threads tend to have retardedly large air battles where the already weak A2A system sees what the "bad man" is doing, puts on it's safety helmet, and proceeds to lick the inside window of the short bus in hopes the "bad man" will stop.... Yes, the system is weak. Yes it needs to be "fixed". Yes, there are too many 4E bombers. Yes it's too easy to close an airfield. Yes, the KB's CAP is impenetrable. Yes, large air battle result in lopsided results, BUT.... I've said it once. I've said it 100 times: "Garbage in = Garbage out" "Ahistorical use = Ahistorical results" All that that says is that the system is hopleless whacked. And it further begs for a list of house rules as long as your arm. Nothing wrong with your analysis, but in the end it doesn't sound good to me. quote:
I'll argue here that there has yet to be a game designed that can design human natures will to defy the rules out of it. There is always a loop hole, a cheat, a unimaginative tactic usually involving massing one thing or another in unimagined numbers and rolling over everything. Thus the state of the A2A model in WitP today.... Whenever you start using terms like "always" you're likely to be on thin ice--not every time, but the odds are good. So, is it true that no system, is perfect? Yes. Is it true that all wargames have large loopholes in them, to the extent that we find in WitP? I don't think so. That would be to argue that all game designers are of the same stripe, all development processes are identical, etc. Which sounds dubious on its face. In any event, I've played any number of games that were designed better (a lot better) than this one, and I believe that most of the people on this board, if they were truthful with themselves, with that could and would agree.
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