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More random thoughts (on forts and torps)

 
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Chtom

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Since: Sep 14, 2004
Posts: 36



(Msg. 16) Posted: Fri Jun 30, 2006 7:26 pm
Post subject: Re: More random thoughts (on forts and torps) [Login to view extended thread Info.]
Archived from groups: rec>games>empire (more info?)

> One of the problems here is that "eff" is really a conglomeration of
> several military aspects. Do we really want to go into the quagmire
> of accounting for staffing levels, training, equipment availablity,
> and , of course, combat experience? Oh, oh, oh, let's throw in leadership
> abilities too.
(snip)
> Empire, in my opinion, is just the opposite. I look at it as a strategic
> game and the more tactical stuff thrown in, the worse it gets. I really
> despise such concepts as trying to figure out which way is better to
> strip air cover - one plane at a time or a whole wing. the more tactical
> I have to get, the less enjoyable the game is.

Sure. The main issue here is: do the rest of us share the same point of view
?

> Other people will strongly disagree with me and I can respect that
opinion.
> But I look at a game like Empires in Arms with the only real tactical
choices
> you make are what attack or defend chit do you choose and do you commit
the
> guard. Building and manuvering the armies around forcing the other guys
> into situations he doesn't want to be in are the challenge in the game.

Excellent reference. Do you know World in Flames ? If not, it's a strategic
WW2 game designed by the same guy that keep the strategic feel while give
some operationnal decisions to take.

(snip)
> So what is my point? I don't have a point. Having a cohesive thought is
> not a prerequisite to posting on the internet.

On the contrary !! It's not because you don't see any point in your post
that I don't find any. Smile)
Empire is a strategic game but we love some operational (or tactical -
please, no debate on that) decision/action.
The fact that we should not have staffing levels, training, equipment
availablity..etc doesn't mean we could ask for somethink experienced-yes/no
and combat strenght.
That's the goal on my post on you other thread: define what stat we need and
remove the ones we don't need !
I forgot to bring back from work my paper on WiFing (World in Flames
inspiration of Empire) Empire but I'll try to post the most important points
later (some are stupid/useless) except if Geoff or Markus are kind enough to
resend me my document this week-end.

We need to think and design the Empire we would like ! Get rid of the
unnecessary complexity and make it a game we'll still like while being able
to teaching it to more people.

Chtom.

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Chtom

External


Since: Sep 14, 2004
Posts: 36



(Msg. 17) Posted: Fri Jun 30, 2006 7:29 pm
Post subject: Re: More random thoughts (on forts and torps) [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

> > It may be a good time to decide once for all what is eff. Smile)
>
> What I meant by eff originally was time spent together, to simulate the
> advantage veterans have over rookies. There would be an advantage in
> keeping a unit together, rather than breaking it apart, like using land
> units as land boats to load and unload mil as is done currently.
(snip)

Again this show the need of a clear and public design. If you had the luck
to publish/talk about it we may have ended with a better implementation of
eff instead of a one fits all that includes repair, construction, combat
efficiency and with experienced gone.

Chtom.

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Chtom

External


Since: Sep 14, 2004
Posts: 36



(Msg. 18) Posted: Fri Jun 30, 2006 7:30 pm
Post subject: Re: More random thoughts (on forts and torps) [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

> > In an ideal world you would be able to reinforce your defense, using
def,
> > and be able to counter-attack, using att.
>
> That was part of the original scheme which never got implemented.
>
> If a sector was attacked, the def values in all adjacent sectors were
> supposed to be added to the def value of the sector. The sector would
> be lost when all the defenders in the sector were destroyed, without
> defenders in adjacent sectors harmed. The idea was to simulate the
> value of encircling a sector, as the fewer adjacent sectors a defender
> had the weaker would be his defense odds. So strategically an attacker
> might try to isolate a sector by attacking adjacent sectors first.
>
> att was to be used in the counterattack phase in an attempt to retake
> the sector and wipe out the invaders who had moved into the sector.

May be a simple but "clean" supply rule would better suit your needs.
Nice idea anyway, trying to simulate the attack from multiple hex in regular
wargames.

Chtom.
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