pzgndr -> RE: Good place to start... (12/24/2014 1:38:18 PM)
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quote:
ORIGINAL: Mad Russian The basic game is what I'm talking about. There is no possible way for us to determine how each of you will play the game, or what options you will or won't use. The options are there to add difficulty to the game. Some feel that the more difficult the game is the more realistic it is. I'm not sure I don't agree but I don't think that has to be exclusively the case. It depends on what level of simulation you are looking for. I think that's the issue here, what level of simulation we are looking for. For 1980's Germany and the very different doctrines of NATO units on one hand and the Soviets/Warsaw Pact units on the other hand, the appropriate focus of the game should be on highlighting the differences between command and control (as implemented with the limited staff orders rule and orders delays or whatever for v2.1) that should naturally lead players to employ the different doctrines. The Assault! boardgame series did this very well; I've come back to this point multiple times and Capn Darwin seems to understand it. It's not about difficulty so much as being realistic. Playing without this fundamental feature results in an unrealistic simulation of the opposing forces of the period. It may be a good game and difficulty is in the eye of the beholder, but it is not accurate. In my opinion. Granted, even with doctrines more or less well defined, units on both sides may have: 1) employed their doctrine perfectly, 2) employed their doctrine incorrectly or incompetently, or 3) been aggressive/experienced enough to employ bold maneuvers that went a bit beyond "normal". And for the premise of this game in the late 1980s with a very hasty "come-as-you-are" setting, who knows what would have been realistic or accurate. So, it's difficult to criticize too much. The scenarios are fine. It would be nice to know they were developed with a different focus in mind, but again who's to say how our hypothetical WW-III would have played out. I don't know; nobody knows. Personally I would very much like to see the game evolve into something more along the lines of what the Assault! boardgame game offered for command and control rules, and what the TacOps computer game offered for unit SOPs and such. I think that would be an awesome simulation game. And it would provide an appropriate focus for game design and scenario design. Let players choose to not implement the more realistic options for a "different" gaming experience if they want (maybe more difficult, maybe not), but let us at least agree that FOW rules and C2 rules as the defaults provide the more realistic experience? For additional computer opponent difficulty, let players select options for increased spotting and hit probabilities, reduced orders delays, etc. 10%, 20%, whatever. Again, my 2 cents. FWIW.
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