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Re: Re: The Matrix Mistake

 
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Re: Re: The Matrix Mistake - 6/19/2002 7:39:43 PM   
Kitakami


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From: The bridge of the DNTK Kitakami
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[QUOTE]Originally posted by Didz
[B]

Unfortunately, the UV design team keep insisting that this is an operational level wargame and so there is a expectation that the options available will include every alternative that was potentially available to the historical commanders.
[/B][/QUOTE]



This would be an unrealistic expectation.

No model of ANYTHING can include every alternative. Besides that, all models have issues they are not really good at.

So what.

UV is an excelent simulation. It does have its quirks (and the patch added some that were not there before), but overall it is quite good. I have found out most of my frustration with the game comes from my own errors, not with how the model has been implemented.

This is not a model of mine warfare only. It is an operational model of air/naval/land warfare in 1942. So design decisions must be made so that the air, land and sea subsystems mesh and produce a semi-realistic AND enjoyable whole. After all, it is not a model for the armed forces, it is a warGAME.

I do not think any of us (included those who participated in more recent military conflicts) can really, really grasp what it was like. Novels, biographies, military histories, documentaries, etc. only go so far portraying what it was really like. So do simulations. All representations of reality have their limits and we must understand that UV does too.

Question is, does this game add to our enjoyment or to our frustration? If it does the later, don't play it. If it does the former, get a pbem opponent and enjoy it.

That doesn't mean we should not tell Matrix what we think/want/disagree on, but in this particular point, we have gone way beyond that.

And I ask forgiveness from those who feel offended by this post, and if there is need, I will post a formal apology, but I think there has been enough said about this topic.

Why don't we discuss something else?


(in reply to dgaad)
Post #: 121
A really sad day... - 6/19/2002 9:02:55 PM   
Paul Vebber


Posts: 11430
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From: Portsmouth RI
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Well this thread has frankly come to represent the antithesis of the whole reason I take the time to participate in these forums. The number of times a thing is posted tends to lend credence to it as people see it over and over again. A tactic used to good effect in our political system. Say something enough times and it must be true. Outlasting any opposition leaves you the last man standing and by implication "correct".

Everybody is certainly entitled to their opinions and we don't censor posts here to let people have their say. But the incredible range of lack of understanding now running the gamut from "why can't I mine everything I want to" to "nobody should be able to mine anything" leaves me scratching my head.

I had hoped to help folks understand some of the differences between Strategic and Operational level decision making in the context of the campaign and the case of mine warfare. That means that the complexity or ease with which a task can be accomplished does not put it within the span of command of operational decision makers because of manning, sustainment, and sometimes just plain "who your boss is". The imposition of doctrinal issues on a game is a tough call to make. Some games are structured to require "Hitler idiocy" rules. Players often hate them. Others LOVE them. Players have taken US armament planners to task for "how come Sherman's have such a lousy gun - how could anyone be so stupid". Yet we still managed to win...

A transition in mine warfare occured, at least for the US during the course of the campaign, but one that was not fully implemented until after the campaign was over. Many high ranking officers vehemenly opposed the use of mines at all. The road to minings success at the end of the war was an arduous one and I had hoped to provide some insight in to why and the strategic and operational limitations that the campaign was conducted under. That has utterly failed...

Each major mining operation took up to several weeks to plan, something that the game gives the nod to the players and occurs "in the background" this advantage of mining missions being automatcially planned and ready to go instantly to me more than compensates for the lack of Mcpherson as a single mine support ship. A player who really wants to include her effect can triple the mine capacity of 4 DM's and them keep them together in a task force. That is pretty much the role she played - an extra mine magazine for a single minelaying task force.

The mine depot at Guadalcanal was not operational until Nov 43, when the game is basically over. That construction was driven not by how long it took to actually build the site, but by the strategc process of convincing senior officers of the valid logistical concerns Mike Peck raises (Though his assessment that mines should have been completely left out of the game seems even more extreme than the calls for "operational flexibility"). The bottom line is that assuming that the operational commanders ability to build mine depots is SOLELY a function of the ability of the Seabees to contruct Quonset huts and dig bunkers ignores the doctrinal baggage mine warfare had, and in that regard is a fundamentally flawed argument in the overal context of the campaign.

Its the same reason today we essentially have ZERO mining capability except for shallow water (<200ft) and our MCM capability is eroding almost daily. The Navy now as then, lacks strategic direction for mine warfare efforts, beyond the hopes for a few "band -aid" systems and new technology that is constantly being zeroed out of teh funding line. Yet we have many "Mobile Mine Assemply Groups" that deploy anywhere in the world on short notice, giving a paper capability that looks impressive, despite the fact they little in the way of mines to actually assembly... No matter how much an operational commander can wish for it, these limitations CAN NOT BE OVERCOME by any number of MOMAGS or SEABEE construction TODAY let alone back in WWII.

One can keep claiming that it was, but that is wrong plain and simple. If people who know better can't tell people who mistate facts in no uncertain terms they are wrong then I guess there is no point in developers engaging the public on these forums, as there is no basis with which to defend any design decision other than "the designer by definition is right becasue its his game".
Any other response can be shot down by anyone with enough time on their hands to keep saying the game is wrong.

The line a game designer draws when it comes to what doctrinal and strategic decision making issues they deal with probably cause more arguments than any other decision, because every player has their own take on what "they would have done if they were king". Yet Patton, an operational commander if ever there was one, often couldn't even pick the roads he got to use...something any gamer would throw there hands up in disgust at if forced on him by "arbitrary" rules.

So I guess the bottom line is that this point represents one of those philosophical arguments beyond the "jist" of whether mine assemble depots should be "mobile" or not. To what extent game developers should be "taken to task" for their game design decisions. So far in UV there are two "design decisions" that the tema has been taken to task for, the changes to the mining rules and the way surface combats are initiated (being checked for at the end of each of the two movement phases, night and day).

I have tried in vain apparently to explain the rational and justification for teh mining rules (which whether you care to believe it or not STILL offers the player far more "operational flexibility" than their histroical counterparts had, but to me, the design team and playtesters, being "within the errors bars" of fidelity the game is founded upon - I can understand where Mike Peck is coming form in his "bar mines" response, though to me its extreme).

Folks can disagree with that, can argue why, and can post to your hearts content in hopes of "being the last man standing" and the implication of correctness that brings. I think everyone has been more than patient with the way the repeated arguments have circled round and round.

But the bottom line is that both of the issues (mine warfare and surface combat initiation) are still on the table for WITP, the exact disposition of which being up to Gary, and may be addressed (or may not be - again not my call) in future UV patches.

The arguments are made, the trial is over and now the jury (Gary) will deliberate...

I too apologize that this has dragged on as it has, but as long as I'm an admin on this forum, I'll not hesitate to raise the BS flag on statements I feel need to be responded to and I'll do it in no uncertain terms. You can take what I say with whatever grain of salt you wish, but to let statements go unchallenged when they need to be is a disservice to the forum and those that come here to understand how to play the games, thier historical background and why they are designed the way they are.

I won't close tehe thread, but as this has gone far beyond MIW in the game to a phisophical argument on game design and how doctrine should be represented in game design, a new topic related to that should be started by anyone wishing to continue that discussion. I'm done mutilating the poor horse...

(in reply to dgaad)
Post #: 122
- 6/19/2002 9:38:22 PM   
elmo3

 

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Paul

Your posts certainly have not been in vain. I'm sure the vast majority of people here understand the rationale for both the mining design decisions and the TF movement design decisions and we support them. That a vocal minority do not is discouraging I'm sure, but stay the course with your fine game. I'm happy to have Gary make the final decisions because it is, after all is said and done, his game.

elmo3

(in reply to dgaad)
Post #: 123
- 6/19/2002 10:26:32 PM   
juliet7bravo

 

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"The road to minings success at the end of the war was an arduous one and I had hoped to provide some insight in to why and the strategic and operational limitations that the campaign was conducted under. That has utterly failed..."

Not at all. Your insights have helped point my own research in the right directions. Learned some new things, understand some other points more clearly, re-thought some of my own misconceptions. It's not everyday you have a recognized and acknowledged no-sh!t subject matter expert held hostage on one of these threads.

(in reply to dgaad)
Post #: 124
- 6/20/2002 1:29:06 AM   
pad152

 

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Paul

You never answered my question, why give us the ability to move/create mine depots with the editor? This would allow people to play the game the way they want.

(in reply to dgaad)
Post #: 125
- 6/20/2002 1:38:52 AM   
Hartmann

 

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[QUOTE]Originally posted by pad152
[B]Paul

You never answered my question, why give us the ability to move/create mine depots with the editor? This would allow people to play the game the way they want. [/B][/QUOTE]

In threads were giants clash, simple questions tend to go unnoticed. I would be interested in this, too. For me, things would already be much closer to fine if the Japanese mine depot would be (or could be made to be) Rabaul.

Hartmann

PS: *vows* ... and If this isn't my last post in this thread, I'll play the historical Japanese against a 200% commitment level Allied human player ... :)

(in reply to dgaad)
Post #: 126
Re: The Matrix Mistake - 6/20/2002 2:00:16 AM   
Admiral DadMan


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[QUOTE]Originally posted by Michael Peck
[B]I trust you won't make this mistake in WITP - kamikazes shouldn't appear until 1945.

Michael [/B][/QUOTE]Actually, Oct 1944 off Letye Gulf...

_____________________________

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(in reply to dgaad)
Post #: 127
- 6/20/2002 2:25:26 AM   
Sonny

 

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[QUOTE]Originally posted by pad152
[B]Paul

You never answered my question, why give us the ability to move/create mine depots with the editor? This would allow people to play the game the way they want. [/B][/QUOTE]

While your at it, the next time you are up to bat in a softball game ask the ump if you can run to third instead of first 'cause you're a right-handed batter and it is shorter to go that way.:D

(in reply to dgaad)
Post #: 128
- 6/20/2002 2:31:11 AM   
Paul Vebber


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From: Portsmouth RI
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[QUOTE]You never answered my question, why (not) give us the ability to move/create mine depots with the editor? This would allow people to play the game the way they want.[/QUOTE]

This was not possible in the time we had for the patch. It may well be the sort of thing that gets in WITP. It may eventually be backfit into UV, I don't know. There are numerous ways Gary could ultimately decide to do it in WITP ranging from a "mine depot" facility capability indicator for a port and/or airfiled to "Mine assemply group" units to some combination of the two. Its up to him.

For the purposes of UV the "mine rules" in 1.1 were decided to be acceptable.

(in reply to dgaad)
Post #: 129
- 6/20/2002 3:48:51 AM   
dgaad

 

Posts: 864
Joined: 7/25/2001
From: Hockeytown
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[QUOTE]Originally posted by Hartmann
[B]

In threads were giants clash, simple questions tend to go unnoticed. I would be interested in this, too. For me, things would already be much closer to fine if the Japanese mine depot would be (or could be made to be) Rabaul.

Hartmann

PS: *vows* ... and If this isn't my last post in this thread, I'll play the historical Japanese against a 200% commitment level Allied human player ... :) [/B][/QUOTE]

LOL. Hartmann, we all depend on you to bring us back to reality with comments like these. Thanks, bro.

_____________________________

Last time I checked, the forums were messed up. ;)

(in reply to dgaad)
Post #: 130
Re: A really sad day... - 6/20/2002 4:06:45 AM   
dgaad

 

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Joined: 7/25/2001
From: Hockeytown
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[QUOTE]Originally posted by Paul Vebber
[B]
One can keep claiming that it was, but that is wrong plain and simple. If people who know better can't tell people who mistate facts in no uncertain terms they are wrong then I guess there is no point in developers engaging the public on these forums, as there is no basis with which to defend any design decision other than "the designer by definition is right becasue its his game".
Any other response can be shot down by anyone with enough time on their hands to keep saying the game is wrong.

The line a game designer draws when it comes to what doctrinal and strategic decision making issues they deal with probably cause more arguments than any other decision, because every player has their own take on what "they would have done if they were king". Yet Patton, an operational commander if ever there was one, often couldn't even pick the roads he got to use...something any gamer would throw there hands up in disgust at if forced on him by "arbitrary" rules.

So I guess the bottom line is that this point represents one of those philosophical arguments beyond the "jist" of whether mine assemble depots should be "mobile" or not. To what extent game developers should be "taken to task" for their game design decisions. [/B][/QUOTE]

Paul & the Group : excellent post in most respects.

During the course of this debate I refreshed my familiarity with the history of mining, going all the way back to WWI (where the basic doctrines of the major fleets regarding this aspect of warfare were formed), by checking out the sites of the major navies (These sites have excellent information on this history), and the various associations of veterans (such as the Minemen's association, etc). There, you can see the debate about the viability of mine warfare is still going on, 80+ years after it started (as I stated briefly in one of my posts). [I] edit note : this was by no means the full extent of my research :) [/I]

There is no question that mines involved tremendous "political-tactical" debates in the services. There weren't many aspects of warfare that haven't gone through this debate : Even the idea of carriers and using air power to dominate the seas went through horrendous difficulties for acceptance, as evidenced by the tribulations of Billy Mitchell.

Most of the major navies in the world were then and are today biased strongly against aggressive use of mines, viewing this type of warfare as "defensive" rather than offensive, and concomittantly viewing any defensive approach to naval warfare as essentially doomed to defeat in the long run. So, yes, mine warfare had more than physical limitations to overcome, and yes it is a very difficult call to decide whether or not in a simulation of a campaign of limited scope how much of these limitations should force players into "historical idiocy" to paraphrase your term.

I am in almost complete agreement with you about the quandary this places game designers in, at least the good ones like Gary.

I hope we can at last agree that

1) it is / was a difficult decision about whether or not to make these facilities mobile.

2) that it was a difficult decision because the facilities can be mobile if certain conditions obtain

[B] 3) that the conditions needed to render these facilities mobile are really outside the scope of the campaign simulated by UV [/B]

and

4) that when it comes to WitP its more likely that these facilities will have *some* conditional (at least) mobility factors because the scope of that game is much more immense

and

5) notwithstanding 4, mine warfare still should have some artificial limitations representing the traditional political-tactical problems mine warfare has had, but with the caveat that the history of mine warfare in the Pacific in WW2 still showed a significant degree of efficacy, particularly as the strategic situation lended itself to the capabilities of mines (i.e. after Japan's effective control of the seas was limited to narrow areas around Japan), and mine-laying technology itself underwent improvement.

Anyway, even if you don't agree with all of the above, the debate was stimulating for me and I commend your great passion for this game and for accuracy : these are the qualities you share with others on the dev team that has made this a game worth arguing over in the first place. :)

[I] edit note : Please note that in this entire post I assiduously avoided using the term "operational flexibility" :D [/I]

_____________________________

Last time I checked, the forums were messed up. ;)

(in reply to dgaad)
Post #: 131
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