Game pace question (Full Version)

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mdpeyrot -> Game pace question (5/3/2002 10:28:32 AM)

One of the things that bothered me about Pacific War was the pace was unrealistic. Building up supplies was a cinch, objectives could be changed on the fly or ignored, etc. This led to an unhistoric flexibility that didn't do justice to the organizational undertaking of planning operations.
Is there anything in UV that simulates the planning delay that realisticlly occured between inception and exection of an operation ?




shall9 -> (5/5/2002 12:38:21 AM)

From what I've seen, and I haven't compared this historically, in the game you have all the supplies you need that show up at your home base (or bases). Getting them to the front lines where you need them is the problem. You have a limited number of transports that have to be protected, especially when docked and unloading supplies. It takes time to build up supplies at a base.




Erik Rutins -> Planning delays... (5/5/2002 1:47:47 AM)

You can set each execution period to be from 1 to 7 days (or continuous, pause when necessary to issue orders). Joel and I often played with 2 day turns, I've also played 3 day turns PBEM.

This adjusts the pace of operations and the control level in a way that simulates the planning delays inherent in this time period.

Regards,

- Erik




mdpeyrot -> follow up (5/5/2002 2:39:04 AM)

Thanks for the response. I don't think I phrased my question very well. Here's an example of what I mean about too much flexibility.

Say I have a Marine division, a bunch of supplies, and adequate transport sitting in a port (along with all necessary escorts, support, etc.) Can I, on any given turn, throw this force at any of a dozen tartgets in range at the drop of a hat?

Or

Is there some game mechanism that requires me to choose the target several turns in advance to simulate the time spent planning and organizing the operation. A raiding force would have a smaller delay than a full-fledged invasion.

I guess I don't understand how changing the number of days per turn acomplishes this. IIRC, PacWar had the HQ's set an objective that affected the number of op points a fleet received. That was a good idea, but you could still just change the objective at the last minute. As well as being too flexible, this enabled the Japanese player to spoof the allied intel very easily.

Thanks,
Mike Peyrot




reapagan -> (5/5/2002 3:40:35 AM)

During the long campaign whatever assets you have at a base are yours to use immediately, other than the time needed to load troops and supplies, provide adequate sea and air escort and move to your destination to unload your troops or attack, there is no planning delay. Long term operational planning is factored into the game by the way assets such as replacements and reinforcements are scheduled to arrive. You know generally when these assets become available and have to plan your operations on that basis.


Mike Rea




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