darbycmcd -> RE: Question/Observation (6/6/2014 3:00:14 PM)
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I actually think you are right about the logistics model, it is not excellent. Far too much throughput, additionally attrition rates are far too low, all of which means a higher than historical level of sustained offensive capability. But the problem with your other statement is contained within itself. Cursory glances give false comparative information. The players do not reenact, they create a new set of circumstances. So when a player looks at, for example, a sum total of historical losses and compares with the game, it is a meaningless comparison. It would in fact be strange if the sum total of the two set of actions where the same! What I mean is, you say losses are off, but is that strange if the Soviet player runs away, or the German player prepares for blizzard? Should the results of non-historic actions still lead to historic results? You have to understand how those historical results were achieved and then ask "if the players do exactly the same actions as the historical commanders, would the game give reasonably historical results?" I actually think the answer is yes, close enough. This happens all the time in the criticism of this game. All the time you hear German players complain about, for instance, not having the historical advance of Case Blue, but they don't strip the front of armor to support one large schwerpunkt, they are distracted from geographic objectives by obsessive encirclement, and they are unable to convince the Soviets to commit large reserves to protect Moscow... so is it bad that Case Blue doesn't happen... NO it is good! Non-historic circumstances should not produce historic results.... same goes for later war Soviet players whining about slow pace of operations against well dug in Germans (wah, why can't I penetrate the line more than 20 miles EVERY WEEK along the ENTIRE FRONT) What you need to look at is the distribution of individual combat results. In general I think they are within tolerance. GG does like a very chaotic combat system, which I actually think is a good game design as it gives some feeling of uncertainty to combat.
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