Drongo
Posts: 2205
Joined: 7/12/2002 From: Melb. Oztralia Status: offline
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Posted by Mike Scholl [QUOTEPlease re-read my note. I was not objecting to your choice of landing areas. [/QUOTE] Mike, Re-read your note, you were objecting to me having the ability to choose a different landing area to the historical on the basis of - [QUOTE]But historically, there may have been excellent reasons why Yamashita chose not to do this---but the factors governing his decision either aren't included in the game design, or have been given different "weight" by the designer.[/QUOTE] - and I was pointing out that these factors are present in the game when planning the invasion of Malaya. The landing site was a real landing site, the planned land movement uses historical roads and the vulnerability of the landing site due to its proximity to Singapore based air/naval forces matches what they would have faced. So your assumption that these factors aren't included or are weighted differently is not appropriate for the Malayan plan that I am describing in the other thread. The only factor I can think of that is not present is how much of a warning would the British gain by the extra time taken by the Japanese to sail an invasion fleet 200 miles further south. Until I know how the developers will hande things like that, I chose to assume it would not be critical to the game I was playing. Apart from that, I have not disagreed with you over your concerns about opening moves may favouring one side. It always has to be looked at carefully in any game like this but we are not yet at the point where we know exactly what WITP will go with. [QUOTE]When you changed the attacks of the 25th Army did you LOSE all the pre-war "planning points" and come ashore totally un-prepared?I didn't think so from your descriptions.[/QUOTE] As Mogami said, in the current alpha you land with 0 prep points. Exactly how it will all work in the final version is not yet clear. It could mean no invasion units can use prep points or only those historical start forces that keep their historical objectives or all historical start forces regardless. In other words, we don't yet know. The landing in my test game was always going to be difficult enough anyway since most of the Japanese units in the convoy cant even start unloading until day 2. The situation on the actual beach was described as chaotic several times in my summary. It was described that way for a very good reason. High disruption, high fatigue, 20% of troops are disabled, most of the support points are still on the ships and only now have sufficient supplies unloaded for the units to bring them close to minimum requirements (currently at about 80%). If that doesn't sound unprepared after 2 days on a beach, not sure what will. The next time you see chaotic mentioned in my summary, do not assume that I'm using it because I have a flair for the dramatic. It is exactly what the game situation on the beach is like. [QUOTE]It's not weather or not the Allies can move on turn one---it's where they start moving from. As long as they are forced to begin the game from "fixed" historical locations it's a large and unfair advantage for the Japanese. Let them deploy to meet GAME conditions---Then let the Japanese plan their attacks and begin the Campaign. That's fair..., and it prevents any "perfect" plan because no game will start exactly alike. That's what I would like to see---a fair start for both sides.[/QUOTE] Do you want the game development to ever end? There is no feature in the current game to use as a basis for a "deployment" routine, so it would have to be built from scratch. Then you have to apply a whole set of deployment restrictions to stop the historically ridiculous situations. Then, etc, etc. The only alternative would be to use the editor (and you will be able to do that anyway). You're going a bit overboard when you haven't seen the game. You seem to have a habit of assuming something is broken, no matter what we post. I've given an example of a game where I chose to land at a different site than historical. Somehow, the game is suddenly riddled with all these opportunities for the Japanese to exploit the weaknesses in the allied deployment. Can you specify the particular moves that will allow the Japanese to get this advantage? And if they were there now, would they still be there in the final version of WITP? This is an alpha and it will continue to change. When Matrix/2x3 inform us of what the final first day rules will be and what impact they will have, we will certainly pass them on in as much detail as allowed. Till then, think positive thoughts. Cheers
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