Kaoru -> RE: A Plea For Allied Production (10/26/2009 11:08:16 PM)
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ORIGINAL: treespider quote:
ORIGINAL: Kaoru -snip- Last time I checked there was a limited Allied production model...the HI, LI, Resources, Oil and Refineries in Allied hands do produce HI, LI, Supplies, Oil and Fuel. Granted these items are not expandable for the Allies, but if the Allies can feed the industry its necessary inputs they do produce. Which can add necessary and important supply to Austarlia, India, and China. IMO there is too much work involved in adding a 'workable and realistic' Allied production model which would provide too little gain over what currently exists and would be ripe for potential abuse ... any idea of a production system for the Allies is simply in the realm of another game....try HOI. IMO many of the arguments about the WitP production model about Japan outproducing the Allies no longer hold water....barring AI assists. Has anyone played Japan in PBeM long enough to know what the industry is even capable of in AE? My guess, is that any vast expansion will bankrupt the system. If I could change anything in regards to Allied production and this is not forseeable in the near future either - I would allow the Allied Player to increase the replacement rate of certain Aircraft and Devices at a cost in Victory Points per device added to the Allied player. The argument being that those devices are no longer going to the European Theater which would theoretically be prolonged. Let me start off by saying this, Tree: I'd never thought of, nor envisioned, a system like the one you describe, but I like it! I might change 'victory points' to 'political points' in the system, if it were left to me, or I might not - depending on which would be the more realistic constraint (And, more importantly, the one that helped prevent more gaminess.) The only reason I'd suggest political points as opposed to victory points is, well... victory point totals get very, very high! If the game's at all lopsided, in a 2x-3x-4x arrangement, that leaves the Allied player with a lot of undefined wiggle-room... though, admittedly, that's not likely to happen until late-war, anyhow. Yeah, I think that'd be neat - in the run-up to when you've got more victory points, every one spent is a risk. Political points being an alternative arises out of the fact that, thus far, they seem to be more limited, and it makes more "conceptual" sense to be using political clout to requisition the equipment, than some small measure of undefined 'victory points'. But maybe a small amount of political points, and a reasonable number of victory points, together? Hmmm... Well, regardless! On to your main thrust. There certainly is a very limited Allied production model in place - and it does produce, supply, at least, if you shuffle supplies into it. It's also true (As I've admitted, to my chagrin! [;)]) that a replacement model for this already-functional system would take a great deal of work, and if it seems like it'll take entirely too much, when the decisions are made, far in the future, then I'll shelve my dreams of the Allied production-model. Maybe I'll start pushing for yours, then. [:D] But I do disagree with you on a few points. First off, how it'd be 'ripe for potential abuse' - this is definitely, on the surface, true - we've seen that with Japan in WitP. But abuse can be curtailed by good design - I've made some limitation-suggestions on this thread, so have others, and, just below your post, John raises some scintillating ideas for how to further collar the beast that Allied Production could become. Development time has designed - as you yourself pointed out! - a deck for Japanese that is much more difficult to 'rig' in a cheesy and unsportsmanlike manner. And though the two systems would likely differ in a few key respects, the de-gaming that's already taken so long for the Japanese system would likely help tremendously in designing an Allied system, from the ground up, that is less susceptible to it. Only time will tell as to how open to abuse the system will really be, if it ever comes about. The other bit I'd contest is that it's "not worth it." Believe me, I have tried Hearts of Iron - I mentioned that it was another favorite game of mine. One of the things I did, and do, love the most in that game, is the ability to produce my own homegrown troops, tanks, and ships. Some of my proudest moments in that game have come from shepherding limited, outdated little Australian and New Zealand cruisers and destroyers around the ocean, preying on the Japanese where I can, and running like heck if I hear big guns in the distance! Or the last stand of the Odysseus, in HoI3, the first and only 'modern' (in World War II terms) destroyer that Greece ever built (ahistorically [:'(]), which had plied the waves of the Med out of bases in Egypt and Malta since Greece's fall, terrorizing Italian convoys, and which finally sank, guns blazing, flames on the forecastle roaring, off the coast of Sicily, in defense of a British merchantman bound for North Africa. I don't want WitP to be another Hearts of Iron, though, like I said. Both games have their place, and their place in my heart, but they're very separate in concept, execution and means - and I intend it should stay that way. I don't want to see New Zealand fielding battleships or Australia launching nukes, I don't want to see China spitting out tanks like there's no tomorrow, or India spawning a ten-million-man army. No, what I want - what I think is worth it - is to face the same challenges those nations not "blessed" with the bounty of home-grown industry (The United States, and the United Kingdom, to be precise!) faced, in World War II: Ramping up their wartime production to serve what forces they could field, trying desperately to keep up with their losses and stave off the Japanese advance and incursion. Making the sorts of choices that John's talking about, below, sweating over those little moments that you come up against so much already in this game, that define the very essence of the experience: You can do one of many things, but only have the support and the supply for so many. Many are potentially beneficial, all have their pros and cons. It's zero-hour, December 7th: Pearl Harbor or Manila Bay? It's a bright and vicious morning, 1942, KB's spotted American carriers just off the corner of Midway - ignore them, or pursue? It's a dark, blood-stained night, November, 1945. Two of Japan's cities lay in smouldering, irradiated ruins already - and you know that blasting a third could open the door to total victory. Do you press that button, or try to make do with conventional forces? Not every choice is as black and white as these, of course, and especially not choices that have to do with an Allied production system. But it is in these choices that the game will push you to that you find the caliber of yourself as a commander, and the timbre of the game, itself. More of them just means more hard calls, more strategy, more fun. And that, I think, is worth it. P.S.: I can't speak to Japanese expansion possibilities, as I'm only a few days into AE, and never played War in the Pacific. But even if the spectre of Japan somehow pumping out 900 Zeros a day, or somesuch, is over, that's not necessarily a vote against a realistically-constrained Allied production system - though it would be a heckuva-heckuva lot of work, yeah. [;)] quote:
ORIGINAL: JWE This is one of the most fun threads I’ve read in a looong time. Woof! So let’s add another shrimp to the barbie. To have a production system implies a corollary; a consumption system. And a production system should also implicate choice in terms of the game – if ya build/make/refine more of this, ya build/make/refine less of that. Otherwise it’s just gilding the lily. Adding production options might suggest a change in how supply consumption is calculated. Using only the parameters currently in the game, supply costs could be drastically increased for things like rearming, combat, even movement, without doing violence to historical imperatives – might even be a lot closer to what actually went on. In addition to supply consumption, one might add fuel consumption requirements to various activities. Air ops need gas as well as bombs, ammo, food, clothing, tents, tires, batteries, etc.. An LCU device identified as “Tank” or “Vehicle” (including ‘motor support’) might consume more fuel during movement and combat than supply. It would tend to make not just the amount, but also the distribution of supply and fuel more important. The Allied production model could then be presented with rational game-relevant choices: do I run factories in OZ to make a/c engines, or vehicle motors (i.e., supply). Do I try to work up refinery capacity for POL, or put the $ in industry (LI or HI) to make more ammo (supply again), or perhaps stick another graving dock in the repairyard. The choices should be somewhat preclusive in order to be relevant. Anyway, just some thoughts. It would totally screw the AI, however. Oops. Even proposing this as a thought exercise is likely to get me hate mail from AndyMac. [;)] There is validity in conceptualizing some degree of Allied production, but I think the corollary is well worth including in the consideration. Ciao. J Production and consumption - I'm liking it, I'm loving it. I used some of what you're saying right now (attributed to you!) in my response to Treespider, above, but I also want to address it here: I really like the idea of the choices that a decent system of consumption could force upon the player - especially in the vein of production. I agree - any decent production system is going to force you to make choices, and decisions, you wouldn't be able to do everything, and especially not everything at once. You're thinking on good tracks, here, and if that system of consumption - having to choose between more oil to run your tanks, for instance, or industry to make the shells they're firing, having to choose between expanded refineries to run more air ops, or expanded factories to build the engines that'd need fuel in the first place - and will be needed to replace your planes! Having to actually worry about supply distribution in these forms, I think, could definitely be a benefit - you'd have to keep your troops on the front equipped and supplied, as realistically happened, or offensives would grind to a halt under a storm of equipment failures, empty gas-tanks, and empty rifles. That sort of consumption would also, as you've said, help make sure that historical production levels aren't vastly exceeded - little point to overproducing at home if your troops don't even have uniforms and rifles! The one problem you've mentioned, the AI, wouldn't be as large a stumbling-block as you might think, though. Already, in AE, a lot of things are simplified for the AE, so as not to give it a headache - and to make for a more challenging opponent. The AI uses a simplified repair model, why not a simplified consumption model, too? Perhaps, even, the one it already uses. The purpose of the system I propose, after all, is to add challenge and options for the player - not the AI, which hardly even knows the port of a ship from the stern. [:D] And if you get any hate mail, just send it my way! I'd be glad to answer it, too. It might even have some valid points... [;)] Thanks for the input! You and Tree seem to have some great ideas for this! quote:
ORIGINAL: Mynok I've not played enough to say this is 100% correct, but the simple numbers on oil and fuel generation capacity is not going to allow much expansion....especially if (at it appears to be from the AARs) the captured centers will sustain significant damage. There are a couple of Japanese economy threads in the War Room that are worth reading if anyone is curious about the base oil and refinery capacities of Japan and the SRA. Additionally, Japan has some SERIOUS shipping limitations that it absolutely did not have in Witp which will likely be the primary hindrance to sustaining, let alone expanding, their economy. Time will tell, but it initially feels much more constrained and fragile, which is as it should be. When I get around to playing Japan, I'd be glad to share my experiences in that regard - though I want to do more reading, before I take them on! (A lot more reading. A lot, lot, lot more reading.) But, just from the surface, I'd say you - and Tree - are probably right, in saying that the Japanese economy can't be whipped into super-ultra-mega-overdrive anywhere near as easily as it could in WitP. quote:
ORIGINAL: Reg quote:
ORIGINAL: Kaoru -snip- Looks like you are going to fit in here just fine..... [:D] Here's hoping. This place certainly has some very home-y qualities! :3 ~Kaoru
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