SamuraiProgrmmr -> RE: WiF as a Marketing Gimmick (10/20/2004 6:19:38 AM)
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I tend to agree with Greg. One of the great things about WiF was its ability to capture the 'flavor' of the three types of combat (Land, Sea, and Air). The thing, for me at least, that made the Air Phase so realistic was the decisions that had to be made about air power on the defensive. The tactical allocation of air defense and ground support while being a defender was a very fluid situation that required decisions be made often before there was enough solid intelligence to know what the right answer was. Failure to act quickly was often, in and of itself, a decision. All the planes in the world arriving too late are of no help. (More information available on request, but think of the Battle Of Britain.) Even though this is a strategic game, it captured the strategic side of these tactical decisions. Sometimes, the object of an attack was to consume air power so they would not be available in later impulses. We used to have a saying about this game... "The threat is more important than the effect." In other words, having the ability to throw an attack causes the defender to defend several possible targets. Once that attack was thrown, non involved units previously 'frozen' were then avaiable for use. This works in reverse as well. Once the defense has flown, much smaller forces would be be able to attack because the air power would be much more likely to get through. I guess the point of my rambling is this: Be VERY careful in tinkering with the air rules. They are the war gaming equivalent to the Mona Lisa. I freely concede that there are too many interactions to be workable as PBEM and that something must be done to allow PBEM. But it must be done carefully. There is one thing to remember, though. If both players are playing at the same time, they can easily exchange 30 e-mails in an hour or so. It just requires continual hitting of the send/recieve button. Let's take it one step further. Has anyone considered the possibility of allowing a mixture of PBEM and TCP/IP Connection in the same game? Players could plan their turns at leisure and connect for the air combat phase (and the naval equivalents). I realize this may make life difficult for the programming team, but it should be considered as a possible solution. If done, this would soften any outcry against the inevitable changes to interception (both Air and Naval) for a pure PBEM game. One last thought. Time is saved by not having to schedule only when everyone can show up at your house. Time is saved by not having to constantly shuffle stacks of counters and carefully restack them. Time is saved by not having to dig through the rules and charts. Time is saved by not having to dig through the baggies for the force pool additions due this month. Time can be saved by two attackers in different theaters being able to execute attacks simultaneously. Time will be lost in interactive portions of the impulses. It is still possible that the length of real life time that it takes to play the computer game may be comparable to the length of real life time that it takes to play the tabletop game. As long as the net change in time expended to play the game is postive or slightly negative, the convenience of not having three tables covered for weeks and weeks should still make the comptuer game a positive experience for those of us who have played the tabletop version. Face it, this game will never be for the 'weak at heart'. Opposing opinions are welcome. "Who is right" is not nearly as important as "getting the right answer." Thanks for reading this and have a great day. Dean
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