HMSWarspite
Posts: 1401
Joined: 4/13/2002 From: Bristol, UK Status: offline
|
[QUOTE]Originally posted by Grumbling Grogn This is another huge strawman argument (you seem to build a lot of those!). Why do you feel the need to build these strawman arguments to knockdown? Please confine yourself to the issue at hand and stop making false arguments for other people so you can knock them down. It adds zero to the discussion at hand.[/QUOTE] An attempt to produce examples to aid in your understanding of the issues is not a 'strawman' arguement. You seem to use this as a way to avoid taking the analogy on board at times. [QUOTE]First off, the commanders in the game last night had WEEKS to communicate to subordinates that they should be focusing on the enemy CVs and surface fleet. They also had almost a month to communicate to PM that we would be holding Gili Gili in force with an entire division and PMs air assets should concentrate their attacks on Japanese CVs and surface combat ships should they attempt a landing at Gili Gili. [/B][/QUOTE] Indeed. What exactly do you think the local commander should do with your intention? I put it to you that he should operate to the orders you give him, and use his forces to fulfill those orders (CAP, naval search, naval attack, etc)? I think you will find that is what happened. You have issues with exactly how he did that. [QUOTE]Secondly, the US command had the Japanese TFs identified for TWO days before the day of the actual strike. Thus there was more than ample time to once again communicate to the local PM commander which of the two TFs to concentrate on and to not waste crews flying to Shortland, Rabaul, etc. None of this even takes into account that Mac Arthur and the entire SWPAC HQ was in Port Moresby and the sightings were from PBYs stationed in Port Moresby...[/QUOTE] This is where you keep misunderstanding my posts. YOU had the TF identified for 2 days. That is YOU the player, saw the TF sighting reports. You know they relate to the same TF, you guess/deduce what they are and where they are going, and know their exact location (to 30 miles). The local commander in the real world: - may not recieve all the sighting reports - may not localise them correctly - may not correctly processed the intelligence to link multiple reports to the same TF - may not have correctly identified the TF mission, and linked it in the way that the game allows you to automatically. Now, you can model this lot explicitally. i.e. each spotting report has x% chance of correct interpretation, y% correct id, etc. Alternatively, the game factors this all in, by arranging that a number of missions go the correct way. Now, I do not know if this is by luck (just how the AI turns out), or the result of careful tuning. I do not rate all this as SNAFU, but the normal workings of a complex command and control system. SNAFU is escorts not finding bombers, or full strikes on a lone tanker (or CV as us IJN call them!) - somewhat different from e.g. a routine strike on Rabaul when you would prefer them to hit something else. Oh yes, and do you really think that because MacA is in the same hex as his base commander (30miles!), this means they talk every day? I know organisations in the same open plan office that dont communicate effectively!:) [QUOTE](edit: bold added because of the last two posts saying it was a legit SNAFU again) This is bull. I am sick and tired of every AI screw up being blow off by fan boys that say it was a "planned" SNAFU executed by the AI without a shred of evidence to back it up. Anything that the AI does in this game that is questionable immediately returns the pat answer that the AI did it in that manner intentionally to simulate a foul up by "people on the ground". These SNAFUs happens way, way, way too often for this and there is ZERO indication that ANY of the missions flown in the example given were a SNAFU at all. This is the old "black box" theory where nobody knows exactly how it works but "The computer says it is so....so it must be right!" I have seen enough AI to know this is a seriously flawed tact to take. [/QUOTE] Please cite your sources about relative SNAFU levels in the South Pacific in 1942/3. By Service branch and nationality please. ;) All I am saying is that you, in thinking that the game can be changed to 'force' the 'correct' AI activity take no account of the advantages you have that the real commander doesn't. In order to give the control over the AI options that you want, I suspect that 2x3 would need to model a whole gamut of stuff to simulate all sorts. At present, base A will quite happily attack a TF on the same day that base B spots it. How did it know? Does B radio all sightings every day (twice a day in fact)? Now in order to simulate this (and the rest), bases attack in a less than systematic way sometimes. If the game didn't show a TF symbol in a hex, but a huge red shaded area on the map labelled '80% confidence location for one or more TF, consisting of possibly 1AP, two men and a dog', would you be asking for targetting control (got to pick the correct hex mind)? Also, you say there is no indication that any attacks were SNAFUd. Correct. 2x3 have admitted that there is a lot under the hood that might be used to improve the messages given. However, there is also no indication that any attacks were NOT SNAFUd! [QUOTE]Look, either you can not read or you have simply skimmed the dozen or so posts I have made on this subject. I have made my points very, very clear. I have posted them many times. I also have said (several times) that if a change is made or not that is fine. UV is was finished product when I purchased it.[/QUOTE] Several other people (moderators included) have also made their points very clear. [QUOTE]The issue in this forum has turned into the fact that some people simply think that when multiple targets are tracked for multiple days it is "too tactical" for me as the player to tell my naval air strikes to focus on one or the other TF (by type, size, location, whatever). These same people have no problem with me plotting the individual training routine for each and every ship and air unit in the theater each and every day, plotting single ship supply runs to the middle of nowhere and setting CAP levels and altitudes for each and every base each and every day or the multitude of other much more minute and trivial things that are required in UV to get the most out of the engine. [/B][/QUOTE] This (to me) sums up the points you miss, that have been pointed out by 2x3 above. - just because you have tracked for multiple days doesn't mean the commander on the ground will have. - plotting air missions against moving TF requires info not available to the CinC, whereas all the other activities you cite do not. - you do not HAVE to perform all the "CAP levels and altitudes for each and every base each and every day or the multitude of other much more minute and trivial things that are required in UV to get the most out of the engine" - the AI never does, and I rarely do (once set). In any event, even if this is unnecessarily tactical (and to an extent I agree it is), two wrongs do not make a right! And last but by no means least, the feature has been quoted as a deliberate design choice by GG (the other one!) - it IS the game. Anyone for a game of chess? I play by the rules where queens have a double strength attack at range 4, but you can't air launch rooks, unless a pawn has made it's spotting roll. I suspect this will run a bit yet...
_____________________________
I have a cunning plan, My Lord
|