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RE: A Modest Proposal

 
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RE: A Modest Proposal - 11/15/2005 1:43:38 AM   
Big B

 

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quote:

ORIGINAL: ADavidB

For those folks who had difficulty understanding what I was getting at in the B-29 thread, here is a summary of what I recommended:

1 - Get rid of the ahistorical changes to the capabilities of both sides

2 - Set victory levels so that the better player can win under historical conditions

Those two recommendations drive the victory levels that I suggest.

Now, I realize that means that a good Japanese player will not be able to conquer the map against a good Allied player. But both will be able to test out the capabilities of their forces and their own ability to improve upon history. So, for example, an Allied player will have to attempt to successfully engage the Japanese player early in the war to avoid a Japanese autovictory.

Now, this would mean that the Developers would have to do a fair amount of recoding. This would take time and money. I, for one, would be more than willing to buy a "WitP II", similar to the many other great computer games that have been improved and resold as new editions.

This way, those folks who want to play the current "what if" version can continue to play it, and those folks who want to play a historical simulation can play that too. Both sides win and Matrix/2x3 gets to sell more product.

It seems like a good idea to me.

Cheers -

Dave Baranyi


This brings up a question I may have asked some time ago - but does this mean that WitP 'out of the box' is just too buggy to play?

Is there certain level of game patches you can go up to that does fixing without modifying the original game?

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Post #: 61
RE: A Modest Proposal - 11/15/2005 1:52:31 AM   
ADavidB


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quote:

This brings up a question I may have asked some time ago - but does this mean that WitP 'out of the box' is just too buggy to play?

Is there certain level of game patches you can go up to that does fixing without modifying the original game?


No, it is playable at all versions. But each successive version brings a number of important bug fixes and OOB corrections that make the play better. I have my current PBEM running at v1.602 and it is very robust and playing well.

What we are talking about here is the issue of "play balance". The game has evolved to allow Japanese players a much better chance to clearly win the game, rather than having to be satisfied with simply preventing the Allied player from winning.

There are a number of us who would like a version of WitP that better reflected the conditions of History, which then would require a change in the victory conditions in order to give a Japanese player a chance at victory. But that is a different issue from any questions of bugs.

I still recommend the game highly - I just want a historical version to play.

Thanks for your comments -

Dave Baranyi

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Post #: 62
RE: A Modest Proposal - 11/15/2005 2:12:39 AM   
Richard III


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I buy that and I`ll buy WITP II done on those terms....

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Post #: 63
RE: A Modest Proposal - 11/15/2005 2:30:48 AM   
Bodhi


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Well it's a new day and I think I'm on better form today - at least at work.

However I still can't see how changes in victory conditions, or even 2by3 releasing an SDK, will suddenly make WitP more of a simulation and less of a game. For example, how would either of these alter the problem of air-to-air combat results when a large number of planes are involved, or address problems with ASW? After all victory conditions are just the means of deciding who wins and looses a game, and don't have any direct impact on how well a program simulates warfare in the pacific during WWII. Or am I still missing something?

Of course, all this is academic as Mike Wood will soon leave WitP for WIR and I doubt we'll see any updates for a while, unless WPO highlights any new problems.

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Post #: 64
RE: A Modest Proposal - 11/15/2005 2:44:03 AM   
Ron Saueracker


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quote:

Of course, all this is academic as Mike Wood will soon leave WitP for WIR and I doubt we'll see any updates for a while, unless WPO highlights any new problems.


I'm hoping that the fact WPO went from a simple mod by TA into a seperate retail product will have a positive trickle down effect on WITP. It already has with ASW in that I suspect perhaps the potential revenue from WPO allowed the devs to fork out the cash to fix the ASW for the engine as a whole. If this is indeed the case, I suspect we may be seeing some serious tweaks to surface combat as well because I just can't see the model, which in my opinion has trouble abstracting the results of the small scale clashes, handling Jutland size disagreements. I suspect something was done and we may just see things like interceptions by TFs patrolling in a hex, less randomness in surface combat phase like the infamous "oh, that ship was off doing something else so was not available to take part, despite being the flagship and centrpiece of the formation" silliness and possibly some other things.



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Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

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Post #: 65
RE: A Modest Proposal - 11/15/2005 2:56:16 AM   
Big B

 

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quote:

ORIGINAL: Bodhi

Well it's a new day and I think I'm on better form today - at least at work.

However I still can't see how changes in victory conditions, or even 2by3 releasing an SDK, will suddenly make WitP more of a simulation and less of a game. For example, how would either of these alter the problem of air-to-air combat results when a large number of planes are involved, or address problems with ASW? After all victory conditions are just the means of deciding who wins and looses a game, and don't have any direct impact on how well a program simulates warfare in the pacific during WWII. Or am I still missing something?

Of course, all this is academic as Mike Wood will soon leave WitP for WIR and I doubt we'll see any updates for a while, unless WPO highlights any new problems.


The original point was that if the game concentrated on being more historical as oposed to play balanced the Axis player could still 'win' by changing victory conditions instead of actually conquering the world...

B

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Post #: 66
RE: A Modest Proposal - 11/15/2005 3:07:24 AM   
Ron Saueracker


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I remember playing a board came called Ironbottom Sound and the VPs for ships were "adjusted" based on relative value for the representative nation. Ie, Japanese ships had a higher value than American because there were fewer of them and Japan had a weaker economy so could not replace them as readily. Perhaps this could be utilized.

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Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

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Post #: 67
RE: A Modest Proposal - 11/15/2005 3:13:09 AM   
Bodhi


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quote:

ORIGINAL: Ron Saueracker

I remember playing a board came called Ironbottom Sound and the VPs for ships were "adjusted" based on relative value for the representative nation. Ie, Japanese ships had a higher value than American because there were fewer of them and Japan had a weaker economy so could not replace them as readily. Perhaps this could be utilized.


But how would it fix the cap issue you've just raised in another thread, or fix your perennial favourite: ASW? I must be really dense as I can't for the life of me see how victory points can make WitP a better simulation.


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Bodhi

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Post #: 68
RE: A Modest Proposal - 11/15/2005 3:31:34 AM   
Ron Saueracker


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VP are important if they are effectively conbined with VP thresholds, like the 4-1 benchmark. Something has to replace the myriad of issues which normally add to the pure strategic value of a piece of real estate. Otherwise, we have nothing more than RISK. Mind you, the game mechanics have to be decent or the whole issue is moot.

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Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

(in reply to Bodhi)
Post #: 69
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