Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Public Beta 1.02 updated to subversion F

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Decisive Campaigns: Barbarossa >> RE: Public Beta 1.02 updated to subversion F Page: <<   < prev  1 2 3 [4]
Login
Message << Older Topic   Newer Topic >>
RE: Public Beta 1.02 updated to subversion F - 1/8/2016 7:48:16 PM   
governato

 

Posts: 1079
Joined: 5/6/2011
From: Seattle, WA
Status: offline

quote:

ORIGINAL: Tweedledumb

Play Balance via Reinforcement Scheduling - Some Ideas

Vic and Cameron, thank you for your ongoing support of this brilliant paradigm-breaking design.

My PBEM buddy and I bought this along with DC1 and 2 during the holiday sales. We decided to play DC1 first as it appeared the most approachable game in the series. What we discovered in Poland was that a reasonable human player could make a VERY challenging defense of Warsaw. My point is that a human player can defend much more competently than any AI (even Vic's excellent one). Nothing new there.

We've played portions of about 8 PBEM++ games using 1.01 over the last two weeks. In all the games we have discovered that the German side, as the manual warns, is more challenging as many things can go off the rails (pun intended). Also, the Soviet Central Front reinforcements lead to a veritable wall of divisions from Gomel to Polotsk and shut down AGC's advance to a crawl. AGN and AGS have "possibilities" for German strategic success and the Soviets are definitely stressed (particularly in the South). In the one set of two games (we always play German/Soviet at the same time to compare and contrast experiences) which went into September, the forests and swamps south of Leningrad were also wall-to-wall Soviets.

I'm not claiming that in two weeks we are expert German players, but a quick review of the forums here seems to confirm some of this experience. I applaud the experts like Michael T for testing out some of the best German possibilities! I think my buddy and I are more "average" players.

We have just started up a set of 1.02f games today and note that this version adjusts the Soviet Central Front reinforcements. This is great! We'll see how the games progress with this and the other changes (the adjusted AGN start and the Soviet "randomized" starting positions are great additions).

The other thing I noted in the forums, particularly Vic's posts, is that 95% of the people are playing against the AI only, and most of those are playing the German side. This makes sense to me. Then the light bulb popped on...

Why not provide the players with several Soviet reinforcement options?

Here's my logic for this:

Human (PBEM) players will be able to defend MUCH more competently and use the Soviet decsions far more effectively than any AI - agree? To "balance" the game and make it challenging for the majority of players (playing Germans against the AI) will not necessarily produced a "balanced" game between two expert human players - agree? So why not provide a series of reinforcement options for the Soviets as a "balancing" feature?

I throw out for discussion five possible reinforcement schedules:

1. Rapid Soviet mobilization (the hardest - for players who can beat the 1.01 AI easily)
2. Improved Soviet mobilization (harder - a challenge for players who have beat the 1.01 AI))
3. Standard Soviet mobilization (what you have in 1.01)
4. Slower Soviet mobilization (what you have in 1.02f - to avoid the wall syndrome above)
5. Poor Soviet mobilization (the ultimate challenge for the expert human Soviet player!)

Of course there could be a million variants on this and I would love to see more than 5, but you get the idea, I hope. The amount of programming to make these variants I presume would be minimal.

My suggestion, basically, is that rather than trying to "lock in" a one-size-fits-all Soviet reinforcement schedule, that you investigate using this mechanic as a play balance tool. My assertion is that a Soviet reinforcement schedule which works to balance an AI game will NOT be the same as one which balances a PBEM game.

I'll certainly report on how our 1.02f PBEM games progress as compared to our 1.01 experience. I think throwing out these reinforcement options to the public would give you A LOT of feedback on play balance both PBEM and against the AI.

Thanks again for this design, which I posted elsewhere that I thought was the BEST computer wargame of all time, and for considering this feedback.




+1 With the caveats mentioned in the recent posts (I agree that the game should not be balanced for the best players, the real Wehrmacht was not able to run a 100% optimized campaign) I think this option has potential. My only concern is that the game be 'realistic' when the armies arrive at the historical time (and then easier/harder for the red army if they arrive earlier/later).

Here 'arrive' means 'at full TOE, supplied and able to fight', as represented in the game, which is obviously later than when the Army HQ was established. The problem the engine faces is that in reality Armies took some time to form, and did not arriver with all their divisions fully formed. So deciding the turn when they are placed on the map and fully supplied requires some compromise.

(in reply to Tweedledumb)
Post #: 91
RE: Public Beta 1.02 - 1/8/2016 8:00:00 PM   
Flaviusx


Posts: 7750
Joined: 9/9/2009
From: Southern California
Status: offline

quote:

ORIGINAL: Drakken

I'd say at least revert the soviet reinforcement back to 1.01. The changes to Soviet cards' PP costs were fine, IMHO.


I strongly dislike the increase in cost to the defensive posture card and believe that it is now a cost ineffective play. It's now a 60 PP investment to reduce defensive posture costs to 0. By the time you get that, it won't matter anymore.

35 PPs to reduce costs to 5 PPs is doable but also means you really won't use defensive posture except for a handful of armies. Is that really worth it?

Conscript armies have a rough time of it without said posture, at least down south where the terrain is open for the most part.

I predict that most players will not even bother with it now. You're better off spending those PPs on CC increases. (The price of which also went up, but is global in effect and helps you out immediately without time consuming posture changes, which can fail on a die roll.)

_____________________________

WitE Alpha Tester

(in reply to WingedIncubus)
Post #: 92
RE: Public Beta 1.02 - 1/8/2016 8:53:08 PM   
WingedIncubus


Posts: 512
Joined: 10/3/2007
Status: offline
So what would you propose to improve the lasting plyability of the Soviet side, flavius?

a) Return the Soviet PPs and reinforcements back to what they were in 1.01?
b) Activation bonus for Armies in the South sector?
c) Nerfing of the siege artillery card?

< Message edited by Drakken -- 1/8/2016 9:55:21 PM >

(in reply to Flaviusx)
Post #: 93
RE: Public Beta 1.02 - 1/8/2016 9:05:02 PM   
Flaviusx


Posts: 7750
Joined: 9/9/2009
From: Southern California
Status: offline
I think the reinforcement schedule in 1.01 is too accelerated, and in 1.02 is too slow. Ideal would be somewhere in the middle. Card changes are fine except for the defense posture card.

And yes, I think the armies in the south should have a bias in favor of activation. Kirponos historically was somewhat on alert here and not caught nearly as flatfooted as elsewhere. You can achieve this same effect only by throwing all your command resources at the south, maybe that is the design intention. Against a first class German opponent you have almost no real choice but to throw everything at the south, because otherwise the German will gobble it all up in 3-4 turns. South unlike the North and Center can't afford to lose all that stuff, given the long front, lack of terrain features, and general worthlessness of conscripts in the open. You need to husband the regulars down there.

The siege guns need some kind of constraints while allowing them to take out lesser value targets. Otherwise the German will be hung up with sieges all over the map, and that's not right, either. Riga and Odessa in particular can be a pain to clear. But I win cards on Leningrad and Moscow are silly, yes. These aren't tactical nukes for crying out loud.

_____________________________

WitE Alpha Tester

(in reply to WingedIncubus)
Post #: 94
RE: Public Beta 1.02 - 1/8/2016 10:01:23 PM   
governato

 

Posts: 1079
Joined: 5/6/2011
From: Seattle, WA
Status: offline
quote:

ORIGINAL: Flaviusx

I think the reinforcement schedule in 1.01 is too accelerated, and in 1.02 is too slow.




But, shouldn't the armies arrive roughly when they actually arrived ? Is that the problem? That in 1.01 Stavka armies arrive earlier than what happened historically?
Then what you suggest is great. Also, finding when they first engaged in combat with their full(ish) OOB is easy to find.

Otherwise by arbitrarily altering the arrival of Red Army reinforcements you would not be improving the game, just twisting it to compensate for other perhaps less obvious shortcomings.

< Message edited by governato -- 1/8/2016 11:02:11 PM >

(in reply to Flaviusx)
Post #: 95
RE: Public Beta 1.02 - 1/8/2016 10:14:10 PM   
Speedysteve

 

Posts: 15998
Joined: 9/11/2001
From: Reading, England
Status: offline
Agree with Flav's points

_____________________________

WitE 2 Tester
WitE Tester
BTR/BoB Tester

(in reply to governato)
Post #: 96
RE: Public Beta 1.02 - 1/8/2016 10:30:41 PM   
governato

 

Posts: 1079
Joined: 5/6/2011
From: Seattle, WA
Status: offline

quote:

ORIGINAL: Flaviusx

The siege guns need some kind of constraints while allowing them to take out lesser value targets. Otherwise the German will be hung up with sieges all over the map, and that's not right, either. Riga and Odessa in particular can be a pain to clear. But I win cards on Leningrad and Moscow are silly, yes. These aren't tactical nukes for crying out loud.


The funny thing is, neither Odessa nor Riga were taken using siege guns. The first was taken early in the campaign due to lack of a strong garrison (so maybe a C&C problem of the Red Army). Odessa cost the Rumanian army 100,000 casualties and fell October 19, 1941 after a 70 days siege, almost 20 turns in game terms! The only mention of `heavy' artillery I have seen says it was used in August, obviously to not great effect. Odessa, was WWI warfare.

What I am saying is : to my knowledge there is no historical reference to the use of siege guns to take any minor russian city in 1941. Sevastopol was taken in 1942 using siege guns because it had serious fortifications where it made sense to use them.

(in reply to Flaviusx)
Post #: 97
RE: Public Beta 1.02 - 1/8/2016 10:51:49 PM   
warspite1


Posts: 41353
Joined: 2/2/2008
From: England
Status: offline

quote:

ORIGINAL: governato


quote:

ORIGINAL: Flaviusx

The siege guns need some kind of constraints while allowing them to take out lesser value targets. Otherwise the German will be hung up with sieges all over the map, and that's not right, either. Riga and Odessa in particular can be a pain to clear. But I win cards on Leningrad and Moscow are silly, yes. These aren't tactical nukes for crying out loud.


The funny thing is, neither Odessa nor Riga were taken using siege guns. The first was taken early in the campaign due to lack of a strong garrison (so maybe a C&C problem of the Red Army). Odessa cost the Rumanian army 100,000 casualties and fell October 19, 1941 after a 70 days siege, almost 20 turns in game terms! The only mention of `heavy' artillery I have seen says it was used in August, obviously to not great effect. Odessa, was WWI warfare.

What I am saying is : to my knowledge there is no historical reference to the use of siege guns to take any minor russian city in 1941. Sevastopol was taken in 1942 using siege guns because it had serious fortifications where it made sense to use them.
warspite1

Odessa wasn't really 'taken' at all. The Soviets abandoned the city by sea right under the Romanian and German noses....


_____________________________

England expects that every man will do his duty. Horatio Nelson October 1805



(in reply to governato)
Post #: 98
RE: Public Beta 1.02 - 1/8/2016 11:36:36 PM   
Tweedledumb

 

Posts: 55
Joined: 12/29/2015
From: Calgary, Alberta, Canada
Status: offline
quote:

I throw out for discussion five possible reinforcement schedules:

1. Rapid Soviet mobilization (the hardest - for players who can beat the 1.01 AI easily)
2. Improved Soviet mobilization (harder - a challenge for players who have beat the 1.01 AI))
3. Standard Soviet mobilization (what you have in 1.01)
4. Slower Soviet mobilization (what you have in 1.02f - to avoid the wall syndrome above)
5. Poor Soviet mobilization (the ultimate challenge for the expert human Soviet player!)


This type of discussion is exactly what I'd hoped would evolve!

Some folks like 1.01 some 1.02 etc... Why not give the players the opportunity to CHOOSE the reinforcement schedules or even the PP costs of some Soviet cards in order to balance the game in their play circles?

I don't have the experience that the grognards have to give an absolute perfect answer to which is the correct version, I'm just suggesting to Vic and Cameron that they use the reinforcment schedules and/or Soviet Card PP costs as options for the players NOT hard-wired permanently in the hope of miraculously finding a perfect balance for both PBEM and AI play for every level of player!

(in reply to warspite1)
Post #: 99
RE: Public Beta 1.02 - 1/8/2016 11:43:29 PM   
Flaviusx


Posts: 7750
Joined: 9/9/2009
From: Southern California
Status: offline
quote:

ORIGINAL: governato

quote:

ORIGINAL: Flaviusx

I think the reinforcement schedule in 1.01 is too accelerated, and in 1.02 is too slow.




But, shouldn't the armies arrive roughly when they actually arrived ? Is that the problem? That in 1.01 Stavka armies arrive earlier than what happened historically?
Then what you suggest is great. Also, finding when they first engaged in combat with their full(ish) OOB is easy to find.

Otherwise by arbitrarily altering the arrival of Red Army reinforcements you would not be improving the game, just twisting it to compensate for other perhaps less obvious shortcomings.


Dates of arrival here are very approximate regardless, as is their location of arrival.

I'm more interested in overall effect here than strict accuracy. This isn't that kind of game, and since armies are treated as generic blocs in this game, meh. If you want to get into the weeds here, you'd be doing it by division, the divisions themselves wouldn't be portrayed as they are in this game, you'd need a replacement system, blah blah blah.

If I want that kind of jazz, I'll fire up WITE. Some imprecision is not only allowable in a game like this, it's part of its charm.


< Message edited by Flaviusx -- 1/9/2016 12:44:18 AM >


_____________________________

WitE Alpha Tester

(in reply to governato)
Post #: 100
RE: Public Beta 1.02 - 1/8/2016 11:55:38 PM   
Flaviusx


Posts: 7750
Joined: 9/9/2009
From: Southern California
Status: offline

quote:

ORIGINAL: warspite1


quote:

ORIGINAL: governato


quote:

ORIGINAL: Flaviusx

The siege guns need some kind of constraints while allowing them to take out lesser value targets. Otherwise the German will be hung up with sieges all over the map, and that's not right, either. Riga and Odessa in particular can be a pain to clear. But I win cards on Leningrad and Moscow are silly, yes. These aren't tactical nukes for crying out loud.


The funny thing is, neither Odessa nor Riga were taken using siege guns. The first was taken early in the campaign due to lack of a strong garrison (so maybe a C&C problem of the Red Army). Odessa cost the Rumanian army 100,000 casualties and fell October 19, 1941 after a 70 days siege, almost 20 turns in game terms! The only mention of `heavy' artillery I have seen says it was used in August, obviously to not great effect. Odessa, was WWI warfare.

What I am saying is : to my knowledge there is no historical reference to the use of siege guns to take any minor russian city in 1941. Sevastopol was taken in 1942 using siege guns because it had serious fortifications where it made sense to use them.
warspite1

Odessa wasn't really 'taken' at all. The Soviets abandoned the city by sea right under the Romanian and German noses....



I'd love me some Black Sea Fleet cards as the Soviet to simulate this and other such things. Sovs need a little more love and chrome of this sort.

You're of course correct about this, Odessa was abandoned by the Sovs in order to reinforce Sevastopol.

The siege of Odessa was kind of a disaster for the Romanians, they lost a lot of troops here to no effect and the siege may have gone on for who knows how long but for developments on other parts of the front.

But in game terms I think the German side needs some kind of ability to simulate an effort dedicated to expediting these affairs, with constraints. Problem now is the lack of constraints.



_____________________________

WitE Alpha Tester

(in reply to warspite1)
Post #: 101
RE: Public Beta 1.02 - 1/9/2016 12:06:00 AM   
governato

 

Posts: 1079
Joined: 5/6/2011
From: Seattle, WA
Status: offline

quote:

ORIGINAL: Flaviusx

quote:

ORIGINAL: governato

quote:

ORIGINAL: Flaviusx

I think the reinforcement schedule in 1.01 is too accelerated, and in 1.02 is too slow.




But, shouldn't the armies arrive roughly when they actually arrived ? Is that the problem? That in 1.01 Stavka armies arrive earlier than what happened historically?
Then what you suggest is great. Also, finding when they first engaged in combat with their full(ish) OOB is easy to find.

Otherwise by arbitrarily altering the arrival of Red Army reinforcements you would not be improving the game, just twisting it to compensate for other perhaps less obvious shortcomings.


Dates of arrival here are very approximate regardless, as is their location of arrival.

I'm more interested in overall effect here than strict accuracy. This isn't that kind of game, and since armies are treated as generic blocs in this game, meh. If you want to get into the weeds here, you'd be doing it by division, the divisions themselves wouldn't be portrayed as they are in this game, you'd need a replacement system, blah blah blah.





Sure enough and for the reasons mentioned above, but also as suggested there could a few arrival options linked to degrees of difficulty and then one that is marked as 'well, umm this is our best guess at historical, do what you want with it'. The forum briefly obsessed at how many regiments the SS divisions had, so we may as well figure out when the Red Army forces arrived.

quote:

ORIGINAL: Flaviusx

If I want that kind of jazz, I'll fire up WITE. Some imprecision is not only allowable in a game like this, it's part of its charm.



Do not ever mention WITE after sunset, you crazy man.

(in reply to Flaviusx)
Post #: 102
RE: Public Beta 1.02 - 1/9/2016 12:34:08 AM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
IMO the game is in favor of Germany for PBEM in 1.01. I would not play 1.02 as it stands ATM, the balance fix went in the wrong direction IMO.

In my Soviet games (1.01) I was happy enough with everything bar the conscripts. The conscripts need some starch added.

_____________________________


(in reply to governato)
Post #: 103
RE: Public Beta 1.02 - 1/9/2016 5:37:30 AM   
warspite1


Posts: 41353
Joined: 2/2/2008
From: England
Status: offline

quote:

ORIGINAL: Flaviusx


quote:

ORIGINAL: warspite1


quote:

ORIGINAL: governato


quote:

ORIGINAL: Flaviusx

The siege guns need some kind of constraints while allowing them to take out lesser value targets. Otherwise the German will be hung up with sieges all over the map, and that's not right, either. Riga and Odessa in particular can be a pain to clear. But I win cards on Leningrad and Moscow are silly, yes. These aren't tactical nukes for crying out loud.


The funny thing is, neither Odessa nor Riga were taken using siege guns. The first was taken early in the campaign due to lack of a strong garrison (so maybe a C&C problem of the Red Army). Odessa cost the Rumanian army 100,000 casualties and fell October 19, 1941 after a 70 days siege, almost 20 turns in game terms! The only mention of `heavy' artillery I have seen says it was used in August, obviously to not great effect. Odessa, was WWI warfare.

What I am saying is : to my knowledge there is no historical reference to the use of siege guns to take any minor russian city in 1941. Sevastopol was taken in 1942 using siege guns because it had serious fortifications where it made sense to use them.
warspite1

Odessa wasn't really 'taken' at all. The Soviets abandoned the city by sea right under the Romanian and German noses....



I'd love me some Black Sea Fleet cards as the Soviet to simulate this and other such things. Sovs need a little more love and chrome of this sort.

You're of course correct about this, Odessa was abandoned by the Sovs in order to reinforce Sevastopol.

The siege of Odessa was kind of a disaster for the Romanians, they lost a lot of troops here to no effect and the siege may have gone on for who knows how long but for developments on other parts of the front.

But in game terms I think the German side needs some kind of ability to simulate an effort dedicated to expediting these affairs, with constraints. Problem now is the lack of constraints.

warspite1

Agreed. I think cards for the Black Sea Fleet would have been a great addition. Thinking typically of Odessa or Sevastopol (but also Nicolayev too), they could be used to reinforce a fortress city and add weight to the defence via their shore bombardment (the latter could also assist Leningrad of course).

I read somewhere that the Soviets conducted a great many amphibious invasions during the war. This threat to German rear areas would have been a potential inhibitor to their advance.


_____________________________

England expects that every man will do his duty. Horatio Nelson October 1805



(in reply to Flaviusx)
Post #: 104
RE: Public Beta 1.02 - 1/9/2016 11:17:49 AM   
devoncop


Posts: 1304
Joined: 7/17/2006
Status: offline
I will +1 Michael T's opinion. Germans with good play under 1.01 had in my view an advantage in the North and South given the activation problems the Soviets have. In the North the limited distance means supply is less of an issue in my experience whilst in the South by the time the Russians get activated armies....all conscripts... the terrain is very difficult to defend and most of the regular troops are toast.

The large numbers of Central Front Armies do need staggering a bit but the ability and cost to change posture I would argue do not given other Soviet handicaps.

As to the defensibility of major cities I would favour an increasing percentage chance of fortifications being reduced much like the chances of Finnish entry. The automatic fall to zero once the Siege Train arrives makes a protracted seige impossible.

As my PBEM opponents will corroborate I am a keen rather than expert player (30% win rate :-) ) so my points may not be valid for true grogs !


< Message edited by devoncop -- 1/9/2016 12:18:19 PM >


_____________________________

"I do not agree with what you say, but I shall defend to the death your right to say it"

(in reply to Michael T)
Post #: 105
Page:   <<   < prev  1 2 3 [4]
All Forums >> [New Releases from Matrix Games] >> Decisive Campaigns: Barbarossa >> RE: Public Beta 1.02 updated to subversion F Page: <<   < prev  1 2 3 [4]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.422