scorryuk -> RE: disappointed!! (5/8/2004 6:00:01 PM)
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[ Let's calm down and talk rationally for a moment. UV was conceived and designed as an "operational" level game where you were the theater commander giving orders to be followed by your subordinates. The subordinates, in many cases, are creative geniuses (read "screwups") who execute your general commands imperfectly. You were not to have full control over this, and the game intended to make you live with the frustration as any commander at this level would have to do. Two unfortunate things happened. First, the AI routines representing your sub-commanders were subject to the same petty foibles and limitations of AIs generally. Everybody (including me) was p1ssed off to some degree or other. Second, it became apparent that gamers interested in simulations like this are micromanagers and control freaks. "I want to be able to order this." "I need to control that." "I don't want the computer to do such-and-such." As the patches unfolded, the intention of the design changed. More was assigned to the player, less was assigned to the computer. The one thing that remained unchanged was that you, the player, could not tell your air groups which TF or TF type to attack. I believe that the same trend has continued into WitP, judging from the information made available by the designers and testers. The game system is far different now from what it was. I like UV. I don't worship it. I think it became an odd hybrid that somehow works for human-vs.-human play, but fails pretty miserably as a human-vs.-computer game. I fear that my bottom line for WitP will be pretty close to the same. But, what do you want? This system is by far the best simulation of Pacific warfare on an "operational" (now "tactico-strategic") level ever created. If you have some belief in RTS or other nonsense, you probably ought to buy products that satisfy your taste - and comment on those companies' forums about how lousy their games are. [/quote] Some good points. It take me a while at the start to grasp the concept that UV is an operational level game in which u trust your sub-ordinates. And I really have come to like it. But it`s the way in which those subordinates screw it all up that drives me nuts and makes me wish for more control. Of course this is where it would fail as turn based. Can`t control everything like that. So I just figured that it would be great to take all the detail and brilliance in UV and let it play out real time, or hour per turn or something. That way itel. reports come in, decisions have to be made and I, as supreme commander, get to make them. As to the reply about logistics, they are the least interesting aspect of any war. Can`t someone else do it? I want to re-enact the battles of Midway and Coral Sea. And I don`t want to worry about wether or not we brought enough toliet paper. What influeced the outcome of these battles? Good intel, good strategy, good timing (or bad) and luck are just a few factors. I just hate it when I spot enemy TF on my front door step, I send in my forces to engage and they end up one hex away so there is no battle. Bloody frustrating. Why did my TF commander not engage? He was only a couple of hexes away to start with! I`ve 4 subs in the area and plenty of search aircraft. But I click end turn and they slip through the net, despite having already being mauled and having burning , slow moving APs in their fleet. So I`m not saying to get rid of UV or anything, it`s still the best simulation of Pacific Warfare we have though without much competition. And is loved by PBEMers. But think it would be more accessible to masses if they was a version that played in real time or (by hourly turn). And would be more rewarding to give player more control. And before anyone jumps on their soap box to go into one I am NOT wishing for a dumbed down RTS game. I really, really hoped I`ve cleared things up here...
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