Gregor_SSG
Posts: 681
Joined: 3/6/2003 Status: offline
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quote:
ORIGINAL: Winterhawk But seriously... I am for all intents and purposes a newbie to BiN. I have KP and have had it for awhile but admit to letting life get in the way of an adequate amount of playing time to really come to appreciate it. I've been anxiously watching and waiting for BiN though because I remain an avid strategy gamer and have an especially keen interest in anything Normandy/Western front. All that said, I have an issue with the game engine regarding combat that hopefully someone can shed some light on. It would appear from my intital forays that combat is best avoided unless you have overwhelming odds in your favour. While the combat system does an admirable job of informing you about said odds, doesn't it perhaps remove a little too much of the uncertainty? From everything I've seen, read or heard, armed combat is anything but predictable. Did Ike need the assurance of 10-1+ odds before he made the decision to go? No, of course not. Even lowly platoons advancing toward unmarked villages often encountered resistance and achieved results contrary to their expectations. I appreciate from a game designers perspective that there is a mandate to make the game accessible, but is there such a thing as going too far? I'm sure we could all recount 'fer instance after 'fer instance when, during a historical combat situation, a unit succeeded against the odds. The combat system in BiN would seem to preclude such possibilities. Perhaps though, as I mentioned previously, someone could share their insights on this. As I said already I haven't spent alot of time with BiN and my comments are based on limited experience. I really am hoping someone can offer evidence to the contrary. But for now it would seem that regardless of the die roll, the real determining factor is how big your pile of shift is. There are several questions here. The question of unpredictability is partly a question of scale. Anything could happen in an hour to single platoon, but the outcome of multiple divisions attacking over a 24 hour period is more predictable. However, in BIN the outcome of a multiple division attack is by no means guaranteed. If you look at the Combat Results Table for Bocage, (which is where you'll be doing most of your BIN combats), then a standard combat has 1/3 chance of no result even at 10:1 odds. That certainly doesn't sound like a sure thing to me. When you get to Eisenhower's level, then the decision making in many ways becomes even less random. Given sufficient certainty about the weather, Ike had no choice other than to invade. On the more philosophical question of how much information to give to the player, and how to present it, then the design has to make certain concessions to reality. Gamers are not surrounded by a staff of experienced military men, nor can the take 32 days to play one campaign scenario. The game must abstract and condense both time and information. All wargames have always done this, ours is no different, except that I like to think that we do a very good job of presenting this information, and making it easy for the user to act upon it. On a more gameplay related note, if you simply persue those attacks which give you 10:1 odds then you will definitely lose against any reasonable human player. You can head over to www.ssg.com.au and have a look at the articles there and read the posts in the the discussion forums about PBEM games. If you're not convinced, try your theory out in a PBEM game. There are plenty of players there who will be more than happy to illustrate the subtleties of the game system and although you may well lose a few games, it's a very good way to learn and they are a very welcoming to new players. Gregor
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