Gray_Lensman wrote:<snip>
Your comments however do suggest a need for AACW2 to have a button to "set" a force to "support/MTSG" another force even if not a Corps of the same Army. Shiloh, for example, also comes to mind with Buell's Army of the Ohio supporting/MTSG Grant's Army of the Tennessee.![]()
soundoff wrote:It almost begs the question as to whether there should be a cap on the number of total units that a region can contain on any one turn.
Gray_Lensman wrote:
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In the case of historical based games, play balance is nice as long as it doesn't "fictionalize" the conflict it's attempting to emulate.
soundoff wrote: I reckon few would want to play, for example, an ACW game where its a forgone conclusion that you could not take the part of the CSA and perform as well as, if not better, than actually occured. Yet the sad truth is that the conflict should not have lasted as long as it did.....had the Union applied itself. Make a game too historical and that shorter timeframe will be the norm unless of course you develop a simulation not a game.
tagwyn wrote:Is this ACW2 a realistic expectation? When? Before or after Armegeddon? t
soundoff wrote:And therein lies the true dilemma for historical strategy game developers. For there has hardly been a conflict in history where the outcome either was or should have been other than 'predictable'. Yet find me a wargamer who wants to play a game that has a predictable outcome.
Thats the problem. We create strategies with the value of hindsight and so avoid the major errors of the original protagonists. Its inevitable that we do so. For we are playing a game (far removed from engaging in the real thing).
Consequently historical wargames have to include a certain amount of balance, even at the expense of historical accuracy. I reckon few would want to play, for example, an ACW game where its a forgone conclusion that you could not take the part of the CSA and perform as well as, if not better, than actually occured. Yet the sad truth is that the conflict should not have lasted as long as it did.....had the Union applied itself. Make a game too historical and that shorter timeframe will be the norm unless of course you develop a simulation not a game.
In much the same way how the heck, if you are being historically accurate can you give the Japanese a prayer of winning a WWII Pacific War. You won't generate many sales though if you don't.
As to the answer for this connundrum - historical accuracy versus gameplay - who knows? All I can say is that I want both historical accuracy but also a good game. If the latter can only be achieved by sometimes suspending accuracy a tad then personally I'm all for it.![]()
Daxil wrote:I agree. Sometimes less historical accuracy makes for a far more entertaining game. I would also like the random stat generator for generals to be modified to include "fictional generals who didn't make it" and also their modifiers only revealed after they have fought a corresponding battle. For example, they attack, you see their attack modifier only. The defense modifier would still be a ?. Also, those stats shouldn't be 100% accurate. In fact, the hidden "hard" stat could fluctuate based on their successes and defeats. I don't know how many folks play Out of the Park Baseball, but the general stats could be handled somewhat in the manner that game handles stats.
Gray_Lensman wrote:All these suggestions are good for balancing the game via additional options but the vanilla game should always strive to be as historically accurate as possible to attract the historical grognards also.
The first AACW game suffered from a minimal choice of player selected gameplay options that perpetuated this argument of what to emphasize. I firmly believe it is quite possible to satisfy both viewpoints IF the game's startup interface allows these types of balance issues as gameplay choices prior to starting any scenario.![]()
Gray_Lensman wrote:
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All these suggestions are good for balancing the game via additional options but the vanilla game should always strive to be as historically accurate as possible to attract the historical grognards also.
soundoff wrote:
Indeed the more I think just about this one issue a good case can be made for proscribing when and where new units appear together with the composition. Taking it completely away from the player......in the vanilla game of course.
caranorn wrote:
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Oh and in case we've forgottten this sugestion until now. Find a way to handle the varying terms of engagement. At least include the 3-month volunteers (most units raised in 1861), the 2-year (NYS seems to have favoured 2-year terms for a while at least) and 3-year volunteers (most other states starting in the late summer of 1861) and finally any units raised for the duration-of-the-war. If we find no way to do this we will always have a number of problems for any 1861 scenario, why attack with Patterson into the Shenandoah if your army, composed almost exclusively of 3-month volunteers, won't vanish next turn etc.
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