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John DiFool

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Posts posted by John DiFool

  1. I think this game shows how kaa kaa koo koo the

    economic model is in SC1 (if I may be so blunt,

    or blunt-headed tongue.gif ). When Italy can get an

    economy built up to more than twice the magnitude

    of the United States, something is rotten in the

    state of Michigan (which is to say, all US cities

    that are not on the map do not exist to give the

    US their MPPs). And to top it all off, when

    France and the LCs are liberated, all those MPPs

    go to France and the UK, with NO plunder bonus!

    So it would seem that Italy's growth prospects

    are significantly greater than the US's, as all

    liberated countries go to the UK (which could use

    them too of course, just pointing that out). The

    Roman Powerhouse see just saw in this game then

    should come as no surprise to anyone.

    JD

  2. The following is how I would like to see the

    navy work in SC2. I will try to avoid using lots

    of numbers [which naturally would be adjusted

    during playtesting].

    1. Keep hex movement-no zones.

    2. Expand the Atlantic by at least 50% westward,

    past Iceland in the north, and maybe down to

    Dakar in the south.

    3. Recon: Units have a base chance of detecting

    other units within their detection radius [i.e.

    it is NOT a sure thing anymore], subject to

    radar and/or sonar tech. A 100-MPP air recon

    unit would become available [so that you don't

    have to waste heavy bomber units on such duty],

    which would NOT do well against enemy air units

    [tho it would be fairly competitive with carrier

    air]. It would have limited bombing capability,

    and would also be able to raid convoys [FW200

    Condors], as would "regular" bombers.

    4. Subs. Naturally, their chances of being

    detected would be lower than a surface task force.

    A ship would have its detecting percentage

    increased by 2 parts sonar tech to 1 part radar

    tech. A plane would benefit wholly from radar

    tech [airborne centimetric radar]. Sub tech

    would naturally decrease detection percentage

    and increase dive percentage [alternatively, we

    could replace "dive percentage" with fewer losses

    when attacked-since we are talking about a wolf-

    pack, not a lone sub].

    4a. So wolfpacks=sub counter [say 20 subs per

    counter]. Subs would operate in two modes:

    Wolfpack mode and "Scattered" mode.

    Both have advantages and disadvantages ["surfaced"

    vs. "dived" is a more tactical distinction and

    better handled via the abstraction mentioned

    above]:

    I. When in Scattered mode, subs are dispersed

    over a wide range of ocean. Consequently, their

    chances of being detected and taking damage are

    decreased [the attacker likely only will nail a

    few subs-at best-if they are scattered]. By the

    same token, when scattered they do less damage

    to enemy elements [including convoys-see below].

    This will enable subs to sneak in and out of base,

    and to and from patrol zones, with a smaller

    chance of being found and harrassed. In addition,

    if attacked, any subsequent attacks upon that

    hex may be completely fruitless [you saw one sub,

    it was attacked, other units were called in, but

    were unable to locate any more subs, so you get a

    "subs not found!" message].

    II. In Wolfpack mode, they operate more like they

    do currently, tho I would tone down both the

    damage they take as well as inflict [on warships

    at least], and decrease detection and increase

    evasion a bit [however the latter is handled].

    5. Convoys. To get MPPs from one place to

    another, a convoy route must be drawn. It will

    be 3 [or 5, whatever playtesting indicates works

    best] hexes wide, doesn't have to be linear-i.e.

    can have some detours-and any raider positioned on

    the convoy route may do MPP damage to the

    appropriate power. Surface raiders would be

    allowed [as would air raiders already mentioned].

    The defender can build sub hunter units for 200

    MPP. Basically a few light cruisers and mostly

    destroyers [DDs], they would have a much higher

    detection and attack capability vs. subs

    than "BB" units [which would go after the surface

    raiders]. Escorts [100 MPP each for say 10 DEs]

    may be also be assigned to a convoy route

    directly, from either the port of origin, or

    destination. They would be "abstracted" into the

    convoy system [i.e. not on map], and increase the

    possibility of subs taking damage, and lessen MPP

    damage, on that route. [optional] Extra

    direct escorts would suffer from a diminishing

    returns principle [too many escorts for too few

    merchants].

    Convoys for the British would be from Canada, the

    US, South Atlantic, and either Asia route, which

    would also include any African MPPs [Med or

    the long way-player choice-the Med route would

    give you a few extra MPPs because of lessened

    attrition-this is BEFORE the Italians interdict

    them!]. A summary screen would list all convoys,

    the MPPs being shipped, ports involved, and the

    escorts assigned [if any]. Italians would also

    have some from Libya, and Germans from Sweden

    [and Norway, when/if conquered].

    [Enemy knowledge of convoy routes. Several ways

    to go here-the Germans could only discover a

    route if they suddenly start sinking some MPPs-

    would suggest a summary screen akin to the one

    the allies use-each unit listed with MPP damage

    done the previous turn. You want to avoid the

    Allies from shifting routes each turn, so perhaps

    it should be as direct a route as possible-

    intervening landmasses permitting.]

    5a. You would also need supply convoys, to

    support troops on land masses separate from your

    capital. Would work basically the same way, drawn

    via user interface from port of origin to port of

    destination, and any raiders along the route may

    interdict said supplies [a 50/50 split if a

    supply convoy and MPP convoy overlap]. Depending

    on the damage done, troops on the other end may

    see their supply levels drop by one or more

    points.

    6. Supply of naval units. There would be two

    aspects affecting supply: fuel and ammo. Fuel

    would be expended at a given rate per type of

    unit [i'm not sure how to handle mid-ocean

    refueling], and would necessitate returning to a

    port if it gets too low. "Ammo" is a catchall

    for all other things, such as food and crew

    fatigue, would drop at a slow rate per turn not

    in combat, but much faster when shots are fired.

    Both would be replenished after a full turn

    spent in port. I guess in the interests of

    playability, this could be collapsed into one

    statistic.

    7. Stacking in ports allowed.

    This is likely my swansong on this board,

    at least until we get some new info on what

    Hubert is going to cook up. But I think this

    works MUCH better than any seazone system, as my

    way retains the fun aspects of moving units

    around and attacking the enemy without some of

    the annoying aspects we have in SC1. smile.gif

    John DiFool

    [ March 19, 2003, 12:56 PM: Message edited by: John DiFool ]

  3. I have already posted my thoughts on seazones.

    HERE

    I think Jersey John is right-we just keep

    reinventing the wheel here, so I might take a

    hiatus-just drop in from time to time to see what

    Hubert has decided to cook up.

    And as far as sub wolfpacks deliberately targeting

    capital ships-sure it would be nuts; the warships

    would have to come to them, not the other way

    around (hence targets of opportunity-or in SC

    parlance "surprise attack!" :D ). But to make

    subs ineffective against warships would be a

    mistake. Essentially subs need to survive longer-

    make their dive percentages greater and chances

    of detection lower, and the Atlantic bigger, and

    I think they will be in their element.

    JD

  4. Been here, done that. NO zones. :mad:

    Plus subs WERE effective against warships, and

    DID sink quite a few. Now the question is

    whether their intended role was to actively look

    for enemy warships. Except for the Japanese sub

    fleet, the other major sub fleets were primarily

    merchant raiders-but if a juicy CV or BB showed

    up as a target of opportunity, they would

    salivate at the prospect.

    Capital ships sunk by subs include

    Royal Oak

    Courageous

    Wasp

    Taiho

    Shinano

    Now I would love to see a more realistic Battle of

    the Atlantic, but to say that subs "shied away"

    from enemy warships is nonsense.

    John DiFool

  5. Originally posted by Jollyguy:

    Variability such as your mug system has been suggested before, with an eye on SC 2. Another variant could be that each opponent has to drink a real mug of his favorite brew in conjunction with pulling a chit from the virtual mug. After downing several drinks, game variability would become extremely random.

    Search the forum for "variants", as it should

    turn up a few threads (incl. one which I began).

    * * * * * * * * *

    SC Chug a Lug!

    Two sips if Jersey John posts a Bullwinkle

    cartoon.

    One chug if Rambo boasts that nobody can beat him

    as Axis.

    Two chugs if someone complains about the Axis

    being unbeatable.

    One sip if a newbie posts a question which has

    already been answered (30 pages back, search

    engine may not find it, terms used were different).

    ;)

    Three sips if someone complains about the

    proliferation of air units.

    One chug if someone complains about Hubert never

    giving his feedback in a thread.

    Two chugs if Hubert ACTUALLY gives feedback in a

    thread. [all in good fun boss!] :D

    John DiFool

    [ March 15, 2003, 01:53 PM: Message edited by: John DiFool ]

  6. Originally posted by JerseyJohn:

    Liam

    You're right, they are two of the worst problems. Glad you started this forum as it revives the topic. As you can see I'm pasting the three links as a reference.

    The other forums ran their course. Perhaps yours will bring the problem nearer to a solution. smile.gif

    Okay-people keep using "forum" when they should

    be using "topic" or "thread". This ENTIRE

    collection of "threads" is called the "Strategic

    Command Forum"-kapish? ;)

    John DiFool

  7. Originally posted by JerseyJohn:

    Liam

    You're right, they are two of the worst problems. Glad you started this forum as it revives the topic. As you can see I'm pasting the three links as a reference.

    The other forums ran their course. Perhaps yours will bring the problem nearer to a solution. smile.gif

    Okay-people keep using "forum" when they should

    be using "topic" or "thread". This ENTIRE

    collection of "threads" is called the "Strategic

    Command Forum"-kapish? ;)

    John DiFool

  8. Originally posted by santabear:

    Another minor change in the game that might have a significant effect during play would be to introduce a pronounced weather effect on air/ground combat for summer vs. winter.

    Not only are the level 4 & 5 fighters practically invincible, but they operate in sunshine, at night, through fog, rain, snow...whenever there's something to kill they're on the job.

    If this were a tactical game the weather effect could be more specific, but since turns are weeks or months one could degrade the performance of the air during winter months to reflect fewer sorties due to bad weather.

    I think Grigsby in WiR had this right: Air assets,

    by their intrinsic nature, tend to degrade during

    a long bloody campaign. In that game the Luftwaffe

    was never better off than during the first turn.

    You really had to nurture them to keep them in

    decent fighting shape. In SC however, well...you

    know...

    Aside from enemy action, you had basic wear and

    tear on fragile high-performance machines,

    accidents from various causes, good pilots

    completely fatigued out of their minds, THEN you

    put enemy action in on top of that... Well it's

    no wonder the Luftwaffe suffered so much attrition

    (esp. since Hitler and what passed for logistics

    in the Wehrmacht at the time probably didn't

    properly anticipate said high attrition levels).

    John DiFool

    [ March 11, 2003, 11:16 AM: Message edited by: John DiFool ]

  9. Didn't somebody make a scenario giving the Germans

    the Swedish mines, while leaving the rest of the

    country neutral? That would be the best solution

    (for SC2, where any scenario designer anomalies

    in this situation can be rectified).

    John DiFool

  10. The question for me is: how much control do you

    give the players? If you force the Germans to

    make do with the halfhearted total war mobilization

    they embarked on before Speer came along (as

    Sarge mentioned), is this fair? Or should you

    let the German player have a choice in the matter?

    But if he does decide to fully mobilize, and

    there aren't any significant penalties for doing

    so (political or economic-should there be?), will

    that unbalance the game?

    Russian pre-war setup, which is automatic-same

    thing. Any sane Russian player wouldn't use the

    current setup in a million years, but instead have

    a thin line of corps up front, those armies

    garrisoned in cities, and the tank and air units

    held far back in reserve. But the Russians pre-

    Barbarossa made some almost-fatal assumptions

    about how the Germans would fight, and put most

    of their units far forward. Should that be a

    player choice, or an automatic thing? And again,

    would this make Barbarossa much harder for the

    Germans? [will have to try this alternate setup

    for the '41 scenario sometime...]

    These are examples of some of the hard choices

    Hubert will be faced with as he designs SC2. How

    much control-total, or limited? Are you as the

    player the supreme dictator, with complete

    control of every aspect of war (which nobody not

    even Hitler actually had-not that he didn't try)?

    Or should the game simulate the actual roles of

    the C in Cs of each country, with more limited

    roles (and underlings who covertly or overtly

    futz up your desires, whether deliberately or by

    sheer incompetence)?

    I remember the Sim Can products of the 80's gave

    you extremely limited command & control, along

    with LOTS of FoW. I personally don't want to see

    that level of "realism"-but aside from that

    extreme, I'll leave it to the game designer to

    make his final choice in the matter.

    JD

  11. Agreed with everything you said-of course I think

    you want to use the "branching" thingie, otherwise

    an even sound strategic policy would founder if

    your opponent knew what was coming. You could

    get into game theory tables, or a simplified

    version of same, if you like (e. g. all other

    things being equal and absent any pertinent

    intelligence, try a Sea Lion 25% of the time,

    and minors + Russia the other 75% of the time).

    I dunno why strategic/wargame designers are so

    reluctant to make their AI's open source code.

    If they did (and what I suppose are some fairly

    hairy legal entanglements were sorted out), then

    all the complaints (a la MOO3, the latest example),

    we always read about the AI of various games

    would be moot, as the user base would write the

    AI for you.

    A true learning AI is the ultimate step. As a

    complete ignoramus :D of such things, I wonder

    what system resources + coding time would be

    required to get a learning AI up and running. It

    would be kewl to do a successful Dutch Gambit as

    the Allies, then in your next Axis game see pretty

    much the exact same tactics used against you!

    John DiFool

  12. Intelligence could be used to (randomly) spot

    enemy units which would normally be hidden in the

    FoW, which is as close an analogue to what really

    happened than anything else I can think of [a

    piece of code is intercepted, decrypted, and the

    sortieing of an army unit onto a transport, headed

    to say North Africa, is detected and displayed].

    John DiFool

  13. Originally posted by arby:

    It costs 108 MPP's to reinforce an army from 1 to 10. That's 43% of the cost of building a new one. So essentially you're getting 90% of a new unit (the 10% was already there) at half-price. I'm not suggesting you make it a full 1-1 exchange, but reinforcement costs are too low. This goes back to what I've been harping on with the interplay between the economic and combat models: Germany remains so strong because (a) it doesn't suffer the losses it historically did during the years when it was on the offensive and (B) it doesn't cost Germany as much as it should to replace the losses it does suffer.

    Good point. Russia was usually much harder to

    take down in CoS (yeah I know, Hubert is probably

    getting tired of that comparison!), because of all

    those half-strength corps the Russkies could rebuy

    (after they got overrun). The only way to truly

    eliminate a unit was to cut it off first, THEN

    kill it. Else the damned things would keep

    popping back up like roaches, requiring you to

    stomp them, over and over again...

    In SC, it doesn't matter how you eliminate a unit.

    I think CoS had it right [in general]: the men

    from an "eliminated" but in supply unit could

    fall back and get reformed into new formations.

    Dunno how Hubert could sim this without reinventing

    the wheel, but it is likely one source of the

    problem for the Russians.

    JD

  14. Originally posted by Bill Macon:

    Shaka and I will no doubt continue to debate the multiple resources idea. Can it work? Of course it can; other games prove it. WiF has separate oil resources and HOI has everything. Do we NEED it for SC2? That's a game design decision that's not up to me; I'll only offer my recommendation against it. SC's charm is its simplicity and I see no compelling reason to change that. The abstract BRP worked fine for 3R, and the MPP works fine for SC. Some force pool limits could be introduced for historical accuracy and significant events could be used to affect production.

    The bottom line comes down to asking "What can I buy?" and "How much can I afford?" This can be kept simple so players are free to make decisions (even bad ones, or slightly ahistorical ones). Fun and replayability are also important goals to keep in mind. ;)

    I dislike force pool limits because they are

    arbitrary: 3R/WiF et al. pretty much had to use

    them because they can't put an infinite number of

    counters in their boxes. :D Well that, and

    the fact that without a computer to crunch the

    numbers, trying to adequately model de facto

    limits (as imposed by the game system, and not by

    the counter pool) would likely have proved

    horrendous.

    I reiterate: my problem with force pool limits is

    that it is a guessing game as to (ex.) how many

    air units to give to Germany. Is 4 adequate?

    5? Trying to tweak this as a game designer would

    be an almost Sisyphean undertaking. There wasn't

    any Grand Deity Named Hubert who told Hitler that,

    "No, Adolf, you cannot under any circumstances

    have a fifth Luftflotte, and that's final!" I am

    sure that he would have loved to have had a much

    larger air force than he did-so model the reasons

    why he couldn't, without some silly force pool

    restriction.

    I say, no size restrictions and SCREW the limit

    (with apologies to Gary Larson tongue.gif ). If Germany

    wants to build a couple of extra air units, which

    it ultimately cannot support (because of lack of

    oil and/or manpower=trained pilots), then let

    him. There is much more strategic "meat" in that

    decision than just a firm, unyielding limit; maybe

    the Jerries CAN get away with it. I am confident

    that Hubert (we aren't worthy! :eek: ) can

    devise something which is workable, playable, but

    also puts the decision in the players' hands, and

    not in his.

    Another problem with force pools: it assumes that

    the circumstances which prevent (in my ex.) the

    Germans from building a huge Luftwaffe will always

    and forever exist, despite any actual changes in

    circumstances. Aside from the fact that they

    have probably won the game, if the Germans capture,

    hold, and get up and running the Caucasus oil

    fields, and maybe have some Ukrainian nationals

    who are willing to become pilots, then that force

    pool limit is now bogus, and doesn't now reflect

    the ACTUAL constraints on air unit creation.

    Okay (rereading Bill's post)-I guess that would

    qualify as a "special event"-but can Hubert

    possibly foretell every single possible contingency?

    It would drive him nuts, frankly. :eek: And as I have

    argued, he doesn't need to.

    John DiFool

  15. Originally posted by Shaka of Carthage:

    You need to represent industrial might. Thats a given.

    You need to represent manpower. Especially in a "what if" situation, unit maximums are not good enough.

    You need to represent oil. This dictated many of the decisions and actions performed by the Axis (ie Germany, Italy and Japan).

    Those three at a mimimum. There are a few others that would be nice, but are of lesser importance than the above.

    I agree-I don't think using just these three would

    bog the game down much if at all. I really don't

    think you can just toss off any concerns about

    the effects of oil supply on your war effort-it

    was in fact massively important and I don't think

    you can have an adequate sim of WW2 without

    modeling oil in some significant way.

    Sure you want to avoid the micromanagement heck

    of HoI, but you also want to avoid these sorts of

    gamey strategies we keep seeing. I am uncomfort-

    able with attempts to "band-aid" things by

    abstract means, when a more direct approach would

    likely be more sensical and more elegant. Some

    of these schemes I keep reading here (to limit

    hordes of air/amphib/tanks/whatever) seem rather

    Byzantine to me. :confused:

    You need oil to run a mechanized war? Fine-impose

    stringent oil costs on any mechanized unit. Thus

    the hordes of air units will disappear, to be

    replaced by a more historically-possible unit

    mix (read: infantry units). No muss and no fuss.

    John DiFool

  16. Originally posted by arby:

    Oh, I think the combat model does an excellent job of simulating ground combat during the World War. Unfortunately, it's WWI, not WWII. Think about it: if you took planes out of the equation, you'd have a perfect replica of trench warfare on the Western Front, with units battling for months over a few miles. In contrast, WWII ground combat was remarkably fluid, featuring armored breakthroughs, sweeping pincer movements, entire armies finding themselves suddenly surrounded. To the extent that happens here, it is only because of air power. You bomb some unit into oblivion, then exploit that.

    I wonder if this is a result of two things:

    Attacked armies which don't retreat, and

    Damaged armies which can be pumped back up to

    full strength, turn after turn.

    As far as the latter is concerned, I have an idea.

    A unit with no experience in SC1 is pretty much

    equal to "green": they have had basic and

    advanced combat training, drills and all that,

    and have a basic idea of how to operate together

    as a unit, even if they have no actual combat

    experience.

    But imagine a unit, heavily damaged in combat,

    which then receives hordes of new recruits which

    are then thrust right into the fray. Wouldn't

    their "experience level" be >lower< than that of

    a green unit which at least starts off highly

    organized, and everyone knows what they are

    supposed to do? But all those raw reinforcements

    will be running around, in an already chaotic

    situation, with virtually no idea of what their

    role is?

    So have an experience level "lower" than green-

    if green is zero, then raw [as described above]

    would be -1 [negative one]. This would mean a

    defender couldn't keep reinforcing a unit turn

    after turn without that doing nasty things to

    unit cohesion and combat ability [which could

    also be reflected in readiness levels if you

    like-a reinforced unit would naturally have a

    lower readiness than a unit which has been

    sitting on the front undamaged for 5 turns].

    If brought behind the front for a spell, a raw

    unit would eventually get back to 0 [green]-

    say it gains 1/3 of a point per turn as long as

    it isn't further reinforced.

    John DiFool

  17. A few points:

    Experience right now doesn't seem >quite< linear:

    I have often reinforced a damaged unit with low

    experience, but experience doesn't drop much,

    while a 3-4 level elite unit will drop quite a

    bit when reinforced. But yeah: I'd suggest that

    the >effects< of experience be toned down.

    Supply levels should be uncoupled from MPP levels

    [for cities]-they really are two completely

    different things and should be treated as such.

    Subs and things should interdict supply lines

    across water. Just draw a three-hex wide path

    from a friendly port [optional: player's choice]

    to the port [or HQ, or Mulberry] on the battle

    front [in this case North Africa, or Northern

    France of course]. Air units in range could

    also interdict [think Malta]. Tripoli, not

    Tobruk, should be the main Axis port in Africa;

    if the player is given a choice, keep in mind

    Athens likely should have a lower supply value

    than say Taranto. Mind you I also have suggested

    that MPP convoys also should have interdictable

    paths on the map for subs, planes, and raiders to

    station themselves...

    And split up strength points between the air arm

    and the ship itself on CVs. 5 and 5 work for me.

    John DiFool

  18. The key is how they perform in combat. I don't

    have time to check, but how much of an edge do

    the BB units have over the cruisers in SC? He

    can chime in whenever he wants, but I think

    Hubert intended "cruisers" to represent pocket

    battleships and "mini" BBs such as the Hood and

    the Scharnhorst...

    John DiFool

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