GaryChildress -> RE: Question re: multiple players in PBEM (7/21/2005 6:39:03 AM)
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Hi! I propose to divide the Japs on 4 different areas of command: 1) Burma/Tailand, later Malaysia and India and on... if all go well. Somewhat isolated war theatre, got ships, planes, troops... 2) China/Manchukuo/Korea... Syberia?? - almost no fleet, not much planes, but hundreds of thousands troops! For real tough guys out there... 3) DEI/PI invasion area - forces on Formosa and Hainan. Plenty of planes, amphibious forces, ships too... most strategically advanced part. 4) Islands Area - all islands in Pacific, forces on Saipan, Kwajalein, Palau, Truk. For bloody Island war fans . Invasion area - whatever u can handle... If u noticed, no mention about homeland. I suppose we should count it as a strategical reserve, and the local area commanders can (and should) require forces from motherland. Now who's gonna handle this part? Redistributing the reserve troops, planes, most of warships... resources, supply, fuel... micromanagement, production... BIG strategy planning, overall command. Connection between players. This is for Supreme Commander - all in all, a coordinator of actions for the Japs, the one, who's word is the final decision for any local commander. I see the structure that way. For this role we can invite an experienced player like Mogami (well, I'm not too demanding, am I?). If we will be lacking players or too slow on move (btw, what about sending the final turn to all opposing players to save some time on re-sending it from one player to another), we can merge areas, 1st with 2nd and 3rd with 4th... so minimum is 3 players, max - 5 (or more?). And another important thing - we should synchronise the timelines... I'm GMT+3. PS I'm really willing to take part in such back-to-back contest... Alex. Hi Alex, your idea for the Japanese sounds like a good one. For the Allies I propose 4 major commands along the lines of how air groups and land units are assigned in WitP: 1. Supreme Commander Allied Forces in the Pacific, including West Coast, Canada Command and command of all supply task forces leaving the West Coast and their escorts as well as any anti-sub operations conducted along the West Coast. The Supreme Commander's function is to keep supplies pouring into all the local commands as well as coordinate the local commands to make the war as painful to the Japanese as possible. Of course the Supreme Commander would consult his local commanders constantly to get their view of war plans. Like Montgomery and Patton, the local area commanders will be competing with one another for material and who gets to be the first one to Tokyo. The supreme commander would have to be a good strategic planner, and a good logistics specialist although the most combat he will probably see is occasional ASW combat. But if he's sending a convoy deep into harms way, he might need some cruisers for escort too. Of course a WitP PBEM veteran would probably be best to fill this position BUT, if I consult my local commanders enough on their strategic views, I might be able to handle this assignment. 2. Commander-in-Chief South, Central and North Pacific. This commander would no doubt see a lot of action, ranging from climbing the Solomons, Island hopping in the central Pacific, and holding onto a network of recon bases to keep an eye on Japanese movements. Lots of Navy action for this one. This would probably one of the coveted positions which I'm not that qualified for so I would definitely back down from this one. 3. CinC Southwest Pacific, Australia Command, New Zealand Command, ABDA and USAFFE. This commander would see the most action early on. He would have somewhat less of a Navy to work with but plenty of ground forces, and land based air units. This position would be coveted early in the game. 4. CinC Southeast Asia, China Command, Far East Front. Lots of ground combat, a fair amount of land based air and a small fleet to work with. Also he would be in charge of Karachi and any and all supply task forces that leave there and making sure they make their destinations intact. If you like ground combat with air support, a little naval interdiction here and there, and commanding a supply operation to boot, this would be the command to have. To accomodate 5 players we could split South Pacific off as a single command from Central and North Pacific as a single command. To accomodate 6+ players we could split off other commands. To accomodate 3 players we could combine #1 and #2 into one assignment. For two players, also combine #3 and #4 into one assignment. I think this could shape up into a good game. Like I said elsewhere, if things get too slow between turns for the veteran players, they can easily play other PBEMs on the side while playing this one. Or they could opt out and replacements could be welcomed in. I wouldn't mind being keeper of the allied side until new recruits can be brought into the game. We could advertise the game in the forums as "Open to all". Maybe we could make ways of accomodating anyone who wants to pop in and play a few rounds, provided they haven't played as the opposite side at any point prior. At the very least I'd like to have a 2 x 2 game going at all times. Anyway, I'm GMT - 4 for the summer months, then GMT - 5 in the second half of the year. We set our clocks here to "daylight saving" in the summers. Worst case scenario Alex, if we can't find anyone else to get in on the game or if it just won't work, I'll gladly play you in a 1 on 1, Allies or Japanese, doesn't matter--if you're up for a 1 on 1. [:)] Since you've taken the initiative, let me know what you propose for realism, preference and game settings. Also I'm about to update my WitP to 1.6. Are you likewise upgraded to 1.6? [:)] Gary
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