pasternakski -> RE: 820 4E`s lost (4/19/2006 1:03:01 AM)
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quote:
ORIGINAL: Ron Saueracker If it was a system of some sort, there would be a few functioning parts. I really don't see why they even bothered with PPs considering how little is actually controlled by PPs. Like, if they wanted players to not "game" the PPs for say, LCUs as you mentioned, then maybe they should have designed it so players needed to pay the PPs to utilize the units outside of the HQ territory in the first place. I would not be surprised if someone were to list the number of house rules people have come up with that the size of the document would rival the darn manual. Ron, you need to get your PP under control. I totally agree with you, but would go much further (don't I always?). Let's start with the name of the beast: "political points." What the Sam Hill is that supposed to mean? I see this as just another place where game design gave way to "Jeez, I don't know what to do, so I'll throw this in." The area of the game affected is command, not politics. If there is a price to be paid for reassigning a New Zealand division to Southwest Pacific command, it should be reflected in matter internal to the game, not considerations that are wholly external (you are supposed to be the supreme military commander for your side, not the supreme political commander, and such things should be outside your sphere of operation - of course, I'll get reamed six or seven different ways for saying this YET AGAIN, but I think I'm getting used to it and maybe will eventually even wind up liking it). If the idea was to restrict free transfer of units from one command to another, the place to have started would have been with making command actually mean something. That is, high command HQs should have had the movement restrictions built into their functions, and their subordinate units should have been subject to them. Changes should be "paid for" through command, control, and logistical assets (for example, historically, units reassigned from one theater to another had to spend some time retraining, reorganizing, and being assimilated into the new command structure. This could have been reflected in some movement and combat constraints that would attenuate over time after the reassignment, but, in this regard as in so many others, no thought was apparently given to reflecting history in the game, only to what was expedient and had some faint smell of being historical, notwithstanding whether it worked properly). But it's way too late now to argue for this kind of change, so, like my old Uncle Howard said at Grandma's funeral where the rumor was that Grandpa had "offed" the old girl for the insurance and Social Security money, "No post mortems." If there is to be a WitP II (which I doubt will ever happen), this is the kind of thing that militates in favor of a completely fresh design start, not some lame attempt at fixing this duck. And nobody's putting one over on this little black duck. [image]local://upfiles/6977/4885453C779744E8ABE569FE050D8E67.jpg[/image]
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