JJKettunen -> RE: The most frustrating feature of TOAW engine (10/23/2005 12:27:12 AM)
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ORIGINAL: Oleg Mastruko People try to fumble with TOAW turn phases, trying to squeeze as many as possible, oftenly with no understanding of what goes on "behind the scene", very oftenly playing very badly designed scenarios to begin with and complain when things don't turn out 100% perfect as they imagined. Well that's war. Dice and rnd number generator are not always your friends. Yeah, GiO and DnO are crappy scenarios and I, like most TOAW-players, have no idea what happens under the hood. [8|] I think nobody is claiming that every turn should go 100% perfect, and there shouldn't be any randomness, but that there are some really stupid things happening: One offensive gone bad (note: nothing wrong with that) turning another offensive to a failure without any rational connection, or a operationally swell situation, like the start of the Barbarossa, turning into a joke , because the Axis didn't manage to do anything else but lightly probe Soviet lines for a half-week, thanks to a dice roll. Oh and Emir obviously means two separate offensives at different parts of the front triggered at the same time... quote:
ORIGINAL: Oleg Mastruko But 95% of what is wrong with TOAW, or what people *perceive* is wrong with TOAW can be tracked down to BAD and DISASTROUS and STRANGE and FUNNY scenario design. People doing things this game was never meant to do. People making skewed scenarios. People having no idea at all about stuff like movement rates, unit sizes etc. I could name 4-5 scenario designers whose work is just pure rubbish (Ilkka, incidentally, would not be one of them, DITN is just exceptionally bad scenario from him). I won't do that cause I don't want to turn this thread into endless flame war. Yes, some scenarios from the stock game were rubbish too. For example Korsun 44 scenario (I think this one came with TOAW 1 and went all thru the series). Turn length here was something like 6 or 12 hours, and ground turned to mud like before the game even started. Movement rates for TANKS then bogged down to like 3 hexes per turn. Squeezing more than one phase from any given turn in this scenario was simply impossible. This scenario seemed to depict fight between tired three legged elephants stuck in mud, not the modern mechanized campaign it meant to be. Just totally totally badly designed scenario, and that's all. I can imagine people getting frustrated by it and taking it out on GAME instead of SCENARIO designer. Almost all the original scenarios were rubbish, so if you use them as an example naturally the scenario design is to blame.
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