ORIGINAL: larryfulkerson
Please, please you guys. Can't we all just get along?
Not with trolls, no. That's what the green button is for. Carry on.
Moderators: Joel Billings, Sabre21
ORIGINAL: larryfulkerson
Please, please you guys. Can't we all just get along?
I realize that would be very very tough to implement and then balance.
ORIGINAL: BigAnorak
I realize that would be very very tough to implement and then balance.
My guess is that if Joel dropped by this thread, we would see a similar response as in the weather thread. I am not an expert on the editor, but I don't think there is much flexibility in the current VP model.
The VP system works fine as is.
Don't see why some are trying to force players to act a certain way.
If I want to hold onto Kiev for who knows how many turns, it should be because *I* want to.
Maybe because I want to get the factories out. Maybe because it's because a defense line further back isn't done.
Maybe because I'm a masochist.
But it's for my reasons.
Not because some arbitrary "bonus" could fall my way.
ORIGINAL: Tarhunnas
The VP system works fine as is.
Don't see why some are trying to force players to act a certain way.
If I want to hold onto Kiev for who knows how many turns, it should be because *I* want to.
Maybe because I want to get the factories out. Maybe because it's because a defense line further back isn't done.
Maybe because I'm a masochist.
But it's for my reasons.
Not because some arbitrary "bonus" could fall my way.
Then why don't you play on a completely featureless map?
ORIGINAL: Aurelian
ORIGINAL: Tarhunnas
The VP system works fine as is.
Don't see why some are trying to force players to act a certain way.
If I want to hold onto Kiev for who knows how many turns, it should be because *I* want to.
Maybe because I want to get the factories out. Maybe because it's because a defense line further back isn't done.
Maybe because I'm a masochist.
But it's for my reasons.
Not because some arbitrary "bonus" could fall my way.
Then why don't you play on a completely featureless map?
Make one and I will.
Better yet, why don't you spend the time and money to make a game that fits with your idea of how it should be played?
If I like what I see I'll buy it.
That is if you really believe in your idea.
And if your response is the best you can come up, then your idea had no merit from the get go.
ORIGINAL: Q-Ball
I posted before that I thought a turn-based VP system, where you are awarded VPs per turn for holding certain objectives, would encourage more risks on each side, and increase the importance of VP Objectives. I would even make them include big bonuses for certain acheivements; for example, Germans take Kiev turn 6, you get a big bump in point. Soviets still hold Kiev turn 12, you get a big bump in points. That type of thing. Might encourage the Soviets to hold on to objectives longer, or Axis to push quicker.
I realize that would be very very tough to implement and then balance.
ORIGINAL: mikemcmann
Geez.... It's like afternoon kindergarten class in here...
Expected to read something interesting and instead see children pulling each others hair....
This is an adult game.....right?
ORIGINAL: jomni
ORIGINAL: Q-Ball
I posted before that I thought a turn-based VP system, where you are awarded VPs per turn for holding certain objectives, would encourage more risks on each side, and increase the importance of VP Objectives. I would even make them include big bonuses for certain acheivements; for example, Germans take Kiev turn 6, you get a big bump in point. Soviets still hold Kiev turn 12, you get a big bump in points. That type of thing. Might encourage the Soviets to hold on to objectives longer, or Axis to push quicker.
I realize that would be very very tough to implement and then balance.
That would turn off conservative players like me. A really fun game for everyone is if there is equal chance of success with both risky and conservative play styles. But of course how many historical situations have this characteristic?
ORIGINAL: Aurelian
ORIGINAL: jomni
ORIGINAL: Q-Ball
I posted before that I thought a turn-based VP system, where you are awarded VPs per turn for holding certain objectives, would encourage more risks on each side, and increase the importance of VP Objectives. I would even make them include big bonuses for certain acheivements; for example, Germans take Kiev turn 6, you get a big bump in point. Soviets still hold Kiev turn 12, you get a big bump in points. That type of thing. Might encourage the Soviets to hold on to objectives longer, or Axis to push quicker.
I realize that would be very very tough to implement and then balance.
That would turn off conservative players like me. A really fun game for everyone is if there is equal chance of success with both risky and conservative play styles. But of course how many historical situations have this characteristic?
The problem, as I see it, is that how the campaign is won gets tossed out the window. Then you have to come up with a way to not have one side sit down and do the math to see exactly what they have to do to win. (I take this much, then sit for the entire game.) Which can lead to boredom for one side or the other.
The most boring game I ever played was USAAF as the Germans. The American player did nothing but bomb Brest/Bourduex/whatever was closest. Only two raids a turn. That went on for 50 turns before I just gave up out of boredom.
Congratulations, you win the "Most Patronizing Forum Member" Award! We are in the presence (virtual at any rate) of greatness, of one who knows the Truth about history...ORIGINAL: bdtj1815
I cannot argue with your comments because they are so uninfirmed that to do so would obviously not be worth the effort.
ORIGINAL: Thomas_B
From my point of view having any kind of victory points as measure of overall success only applied at the very end of the game turns the game itself into operational warfare for operational warfare's sake, which is pretty ahistorical.
Armies went to war and waged certain campaigns because the political leadership wanted to go to war and set them certain objectives - whether the military leadership liked that or not. It would be nice to see that reflected in the game.
One, relatively easy, even if not necessarily the most accurate way to achieve this, would be to award VPs for geographic objectives at the end of every turn, instead of at game's end.
So, if for example Moscow might be worth 450 VP at the end of a 225 game turn campaign, why not award the player holding the city 2 VP per turn. This would incentivise both sides by providing them with more of a rationale to fight for these objectives.
Don't get me wrong - I don't intend to badmouth the game, I really like it - but the current campaign VP conditions do not reflect this aspect very well.