ColinWright -> RE: Comprehensive Wishlist (3/24/2011 10:18:39 PM)
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quote:
ORIGINAL: Curtis Lemay quote:
ORIGINAL: ColinWright ! As far as I'm concerned, the primary appeal of TOAW is the ability to design scenarios. Given that, if I'm faced with a choice between having to specify parameters where I might be content with a built-in setting, and having a parameter set for me other than I would wish, I'll take the former. Anyway, there are always default settings. For example, I simply haven't ever bothered to tamper with the attrition divider -- never seen a clear need. That doesn't 'require' my intervention, and I suspect you'd have to go out of your way to 'require' designer intervention in any respect. We could create a thousand optional terrain types, and even allow the parameters for each to be altered by the designer. The defaults would still be there. If the solution requires designer intervention then it only benefits those scenarios that will yet be edited by their designers. That's only a tiny fraction of the existing scenarios, and only a fraction of even future scenarios. If it doesn't, on the other hand, then it benefits all scenarios. All vs. a tiny fraction. 'A tiny fraction' implies that you see a short future for this game. If otherwise, then the 'tiny' fraction will keep growing. It's like buying a new truck. Makes sense if you're planning to stay in business. Conversely, fixed 'improvements' depend on the programmers' ability to evaluate the impact on all scenarios -- including those yet to be created. As has already happened, such 'improvements' often have a regrettable impact on not merely scenarios yet to be written but those already created -- which generally, were designed to take advantage of/compensate for aspects of the program that have now been 'fixed.' Like, I was happy with the 'inaccurate' equation for flak that existed. That got 'fixed' and it knocked everything all to hell -- and presumably knocked things to hell in every scenario in which airpower played a major role. As a general rule, given a choice between suffering through the often apparently whimsical notions the programmers have of what is or is not an improvement, and simply having defaults that stay the same while adding the ability to modify things if the designer sees fit, I'll go with the latter. Take flak values, early turn ending, and the need to beat back graphics changes -- sometimes with only partial success. Whatever you might think of the various changes that have happened in these areas, as far as I've concerned they've been primarily an irritation that only forces me to go back and readjust things so my scenario still works. On the other hand, innovations that work by leaving a default in place: supply squads, command squads, the attrition divider, etc -- well, these are great. Some I go to town with, others I ignore -- and no harm done. Obviously, in not all cases is it possible to have a 'default' and equally obviously, in some cases, there has to be a default. Still, where a choice exists, and as far as the future direction of innovation goes, I'm all for defaults rather than hard-wired change.
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