Feinder -> RE: Translating VP victory levels (9/10/2007 11:05:13 PM)
|
I’ve gotten to the point where I play my games (mostly) for enjoyment. I don’t want to sound trite, but if my opponent would rather just surrender, I don’t want to waste either of our time on a game that (at least) one of us, isn’t having any fun. The “realizing that you –can- have fun, even if your CVs are all reefs”, is the tricky part. Still, if it’s no fun for you, then by all means concede. But I’m also more inclined to play against a more experienced opponent who isn’t going to walk away when “Midway” happens. But I certainly keep track of the vps, if anything because I don’t want to allow my opponent the satisfaction (perceived or real) of an auto-victory (*phhhttt* - yes, I am competitive). But regarding auto-victory, I’m not going to do anything “stupid” just to try to achieve it, or stave it off either. But if somebody wants to quit, I’ll admit it’s very tempting to have that tantrum, proclaim that WitP sucks, and dump the game (I almost did in my game vs. Erstad). It’s taken about a YEAR of real-life time, to get the game to where I can at least compete (although I’d say he’s most certainly still got the upper hand). Getting punched in the face for a year, is a -long- fekkin’ time to churn thru turns. Having “been there, done that”, I -do- understand wanting to walk away. I’m glad that I did stick with it. Erstad is an excellent (if somewhat painful) teacher. But it took swallowing some pride and just gutting out about 5 months of hard knocks, before it even looked like it might be worth continuing. I guess its a gray region of players that will try to gain (or stop) auto-victory at all costs, vs. those that keep an eye on vps, but aren’t going to have a coronary on January 1st, 1943. Generally, if somebody is an AV at all costs, those folks are obviously playing for VP any way they can. That being the case, the opponent needs to bear that in mind, and had better be playing in such a way to try and stop them. Those –are- the fast and furious games, but as long as both players know that’s what they’re getting into, it’s no big deal (to me at least). Of course, it’s easy for me to say that, because I’m not one of those types, and probably wouldn’t pick up that sort of game anyway. That being said… I think folks balk at the VP system because as noted, it seems very arbitrary, and certainly does not reflect the true effort or value of the various units and bases. I’m gonna play bi-polar here, and jump from on side of the fence to other a couple of times. The VP system for WitP was based on UV (just like the rest of the game). But WitP is like ripples in a pond compared to UV – the farther you move away from origin (both in scale and time), the ripples/differences become magnified. Also, the game has gone thru 3 years of code tweaks (plus two more if count the changes to UV upon which the engine was based), most of the changes affecting your ability to score vps in some way - except while the engine has changed, the scoring has -not-. We all know many of the specific foibles of the VPs (what’s evaluated wrong, and what’s evaluated right). I think it would be interesting to have a sort of “player panel” to recommend revisions to the point system, that actually would accurately reflect victory level. Whether it’s re-evaluating the vps of ships or planes and bases, or simply coming up with scoring based on an event on a time-table. Come up with a workable system that actually -does- fit the game. However… It’s not as easy as just saying 2e bombers are worth 2 pts, and 4e bombers are worth 4, and AK/APs are worth 4, or whatever. As the game drags on, the game actually changes, the utility of the units themselves change (much as they also did historically, but perhaps not for the same reasons), and thus the value of the units should actually change as the game progresses. For a small example, in 1942 things are a closer run for both sides. If you lose 100 aircraft in a day in 1942, that hurts. If you lose 100 aircraft in a day in 1945, well, that’s par for the course. And there-in you can begin to see part of the issue that confronted porting the vp system from UV to WitP. It looks good at start, but just as WitP evolved from UV (no longer retaining the relevance of the scoring system), WitP actually evolves as the game progresses, so that the scoring in 1942 is no longer relevant for 1945. Maybe if you did something like I mentioned earlier, by scoring strategic locations on a time-table. If you capture Manilla by this date, you get 100 points. You score points for however long you hold it. And the Allies score points by recapturing it by another date (or more for an earlier capture), and score points for holding it. Obviously, players will gravitate to whatever generate for them to most vps, for the least “cost”. And finding that balance of what things are actually worth, can be very subjective. It’s -very- complicated esp considering the diversity of units, capabilities, bases, and grand objectives that WitP encompasses. If you’ve really got to project the long-term scores that can be accumulated – you might as well be trying to pick the value of a stock in 2020. -F-
|
|
|
|