AdamRinkleff
Posts: 289
Joined: 7/24/2007 Status: offline
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quote:
ORIGINAL: jreid Are you interested in a game with the normal rules or does it have to be the modified game that you describe above? I'm willing to debate and adjust the modifications, so they aren't absolute requirements, but I do think most of them are significant improvements. In particular, I don't really want to play a game where production is just magically transported across the map. I think requiring the use of trains greatly increases the strategic aspects of the game. As for eliminating the production of cities, and focusing everything in the capital, this simply reduces the random unfairness of city placement, and makes the game a much more balanced match. I've played too many games that were decided because one player managed to grab an extra city after the map placed mountains in the way of the other player. This happens in mirror maps, because they aren't actually mirrors (if you look closely, you'll realize that). In addition, this change reduces the excessive micromanagement needed to control numerous cities, and it also forces you to be more strategic when deciding what to produce. Meanwhile, eliminating the carry capacity of tanks is simply more realistic. Although tanks certainly carried infantry during tactical maneuvers, they never carried infantry for hundreds of kilometers as the standard .at2 allows. After all, this is what trucks, halftracks, and armored cars are for! Although I'm not entirely convinced that my stack changes are perfect, I still think they are an improvement in the right direction, as they allow for much more flexibility in developing units. As someone who studies WWII combat operations at a doctoral level, I think I have some authority in suggesting that my changes increase realism. Likewise, dividing truck capacity and costs by two allows for increased flexibility. Allowing all nations to use the special units is also an improvement, since these units aren't used very much at all, and now at least they are available. In particular, I find that militia add depth to the game. Similarly, I've made all the tank types available from the very start of the game, which is also more realistic given the time-scale of the game (which is clearly one day per turn, as the hexes are clearly ten kilometers per hex, although Vic mistakenly set the default at one month per turn). In any case, once again, this change adds a great deal of flexibility during the early game. I don't understand why Vic added 'stone age' as an option, but never thought to create a 'late war' tech option in which everything was already available. Anyways, if there is something in particular you disagree with, let me know, and I might actually agree with you. I really do think I've improved the game, however. I would suggest to Vic that most of my changes should really just become the default settings. I hope you will consider the wisdom of my changes, and we can play a game and see how it goes.
< Message edited by AdamRinkleff -- 4/12/2012 2:25:25 AM >
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