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Bullwinkle58 -> RE: Amphibious invasion of Pearl Harbor - results (1/8/2010 6:29:32 PM)
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quote:
ORIGINAL: Rob322 Bullwinkle, well ultimately the developers would be the ones to study it and decide if there's truly a problem or not. What my point was is that it's silly to make substantive conclusions on the basis of one turn. It could be the game, it could be the players, it could be just random luck that is not indicative of a problem with the game itself but just circumstance. Logically one data point is just that. You've provided a counter data point with your landing that has more expected results. In part that's why I asked if others were seeing this as if there's a problem with the program then this should pop up more. I'm sure the developers will look at this as they have every other thing for months. And I agree with you that this is one data point; I've been making that same point. It's one, incredibly odd data point. My feeling is, the way it works now is by definition the way the devs thought it should be, and as they tested it. Whatever internal polling or arguing they did, they considered trade-offs, and set the code as we see it. Therefore, the burden of proof is on anyone who thinks it needs to be changed to propose how and why. I'm not a programmer, but I've studied it. I'm not a business analyst, but I've worked with developers in a business setting. And one thing I've had pounded into me by people who do this stuff for real is that you can't take one unexpected result and work backwards, merrily changing variables. CD actions are among the most complex in the game simply because they involve so many potential combinations of units and other factors. A STF encounter is simple by comparison. With CD, the developer has to decide which variables to weight, and how. For example, I don't know, but from the combat results here it appears (and again, a supposition) that target range might be a key variable. The PBs were at 2000 yds, and the AKs at 12,000. Does the code shoot at the closest target first and work out? Should it? No? Because the PBs are "worthless" and the AKs the meat? OK, how about it's changed to target merchants first? So tomorrow, some smart player loads up three damaged, worthless xAKLs with five squads of the 130th Laundry Battalion, adds ten BBs, and sends that into attack. For next to no cost I eliminate the CD units. What? No good? OK, how about we then change it back to target by range, but, as was "historical" we tell the code to shift fire onto landed units, and ignore ships? So, I do the same thing, but I subsitute the 120th Hairyass Armor Battalion for the laundrymen, and they cheerfully absorb medium lumps all by themselvs on the beach while my 10BBs again cheerfully eliminate a significant CD threat without taking a scratch. OK, that didn't work, so how about I now make the code NOT shift to troops if there are 10 BBs along? The player then sends 9. This is what I'm trying to get the "it's broken!" crowd here to confront. I think--probably--the devs already went through these exercises, in a far more professional way than I can do. I think, from what I've observed, that there are LOTS of randoms in the CD sequences, because I cetainly haven't been able to see strong, certain outcomes when I try an invasion. Which is the way I myself like it. I don't want a mathmatical cookbook approach to major pieces of the game, because too many players here will instantly figure them out and do work-arounds. Make no mistake. What's being asked for here is not a "tweak." (I'm starting to hate that word.) It's a major renovation that affects total game balance, in a game that, so far, to me, is pretty well balanced.
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