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And now something completely different (new Victory Condition idea)

 
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And now something completely different (new Victory Con... - 3/24/2018 4:30:10 AM   
Taxman66


Posts: 1498
Joined: 3/19/2008
From: Columbia, MD. USA
Status: offline
I came up with an idea to completely restructure the victory conditions.
This idea is based off a very old board game (Victory in the Pacific) where you count victory points each turn for territory you control.

(This is the base idea, exact numbers, cities and values etc... are all fungible).

At the end of each turn (Allied & Axis) each side counts:
4 points for each of: Washington D.C., Paris, London, Moscow, Rome, Berlin.
2 point for each of: New York, Manchester, Cairo, Warsaw, Leningrad, Stalingrad, <Italian secondary Capital>, <German secondary Capital>.
1 point for all other cities listed as a National Morale city (would have to determine if this should apply for minor countries or just major powers).

When complete conquest of one side is achieved (though in reality Axis would have a 'win' long before they take everything) calculate all points from that turn to the end of the game for the conquering side.*

At the end of the game (either time runs out or conquest), subtract the Axis point total from the Allied point total and compare to a table:
to determine victory (and level thereof). Exact values of the table entries would need to be determined.

*Yes, typically this floods points to the Allies, but the victory table would be based on that.


---------
Benefits:
This would encourage 'Play to the end' for any game that isn't a run away.
This would encourage players to 'Go get the valuable cities as soon as possible'.
This would encourage players attempting to 'Keep valuable cities as long as possible'. (and leave the possibility open for 'mistakes' like those made in real life, e.g. Stalingrad)
This would provide more temptation to go for 'All of France' and get all the victory hexes instead of leaving them to 'Neutral Vichy'*
This gets rid of the silly 'Paradrop on London after blasting the defending unit for the win'.

*Though perhaps Germany declaring war on Vichy or her territories should have more consequences (in particular declaring war on Vichy proper should bring Algeria, Tunisia & Syria directly to the Allies).


Question:
The actual coding changes (once values have been determined) should be rather easy to code. However, I have no idea if this could be done in a Mod (deactivate current victory settings & set up the scoring system);
or if it would require the developers involvement.





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"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Post #: 1
RE: And now something completely different (new Victory... - 3/24/2018 1:35:20 PM   
PvtBenjamin

 

Posts: 947
Joined: 5/6/2017
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Good idea.

If I recall SC in past versions had levels of victories (decisive, draw etc) maybe that could be incorporated.

It's not possible to protect London with a couple AA's (lv 2) and the city lv 3/4 (with other surrounding troops)?

If not that should definitely change.

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(in reply to Taxman66)
Post #: 2
RE: And now something completely different (new Victory... - 3/24/2018 3:37:16 PM   
crispy131313


Posts: 2004
Joined: 11/30/2013
Status: offline
I've revamped my victory conditions as well which are listed below with a few key reasons below which I thought I might as well share to contribute to this conversation.

1. The Axis will now have to secure an oil rich region before the Allies will accept an Axis Decisive Victory.
2. Germany can now achieve a multitude of victory conditions, measurable against their historic surrender date. This should lead players into willing playing the defensive end game as Germany.

Axis Decisive Victory (Berlin, Rome, Warsaw, Paris, London, Moscow, Leningrad, Stalingrad, Cairo, Baghdad or Baku)

Axis Triumphant Victory (Berlin, Rome, Warsaw, Paris, London, Moscow) - May 1945

Axis Significant Victory (Berlin, Rome, Warsaw, Paris, London or Moscow) - May 1945

Axis Minor Victory (Berlin, Rome, Warsaw, Paris) - May 1945

Axis Marginal Victory (Berlin, Warsaw, Paris) - May 1945

Allied Decisive Victory (Berlin, Rome, Warsaw, Paris, London, Moscow, Washington D.C.)

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RE: And now something completely different (new Victory... - 3/24/2018 4:49:04 PM   
PJL1973


Posts: 133
Joined: 4/4/2005
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Personally I think the victory conditions for a well balanced game should be something like this:

Axis Total Victory (Berlin, Rome, Warsaw, Paris, London, Moscow, Astrakhan, Gorky, Archangel

Axis Strategic Victory (Berlin, Rome, Warsaw, Paris) - Jul 1945

Axis Tactical Victory (Berlin) - Jul 1945

Allied Tactical Victory (Berlin, Rome, Warsaw, Paris, London, Moscow, Washington D.C.) - Jun 1945

Allied Strategic Victory (Berlin, Rome, Warsaw, Paris, London, Moscow, Washington D.C.) - Dec 1944

Allied Total Victory (Berlin, Rome, Warsaw, Paris, London, Moscow, Washington D.C.) - Jun 1944

Reasoning for the latter 3 objectives in the first case was the Axis plan of basically stopping at the Archangel - Astrakhan line and giving the Soviets a ceasefire / treaty, so that the Axis could then turn on Britain & the US.

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RE: And now something completely different (new Victory... - 3/24/2018 11:16:16 PM   
James Taylor

 

Posts: 596
Joined: 2/8/2002
From: Corpus Christi, Texas
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More versatile is better. Conditional regions or resources as well as cities along with certain unit counts(most important/decisive) could be awarded points.

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SeaMonkey

(in reply to PJL1973)
Post #: 5
RE: And now something completely different (new Victory... - 3/25/2018 5:04:11 AM   
Sugar

 

Posts: 882
Joined: 3/16/2017
Status: offline
The victory conditions are already versatile. There are decisive victories, majors, minors and draws. Give 3 points to the first, then 2, 1 and 0.

(in reply to James Taylor)
Post #: 6
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