Doc,dr.hal wrote: ↑Fri Aug 02, 2024 4:12 amThis is an interesting point, well said. It's also related to the question of AI. Yes AI can add unimagined detail, but that must be balanced against human playability. Too simple, no challenge, but too complex is equally off putting. This game is best for ONE person against another. When I was teaching at a military university, I tried to implement this game as a team concept to students in order to learn the value of supply, support and other aspects of the conflict "spear" besides just the pointy end, but the game didn't work well. We tried to build rules for team intra and interaction but it was cumbersome to say the least! So as it stands in its current form, I think the game strikes a good balance on detail, complexity and playability for one on one play.....Platoonist wrote: ↑Fri Aug 02, 2024 3:10 am Recent game titles solely covering the Pacific War have been much simpler and more abstracted. In terms of sheer detail WitP/AE likely represents a bar too difficult to top nowadays so I doubt we'll ever see a game on the subject quite like it again.
Perhaps the way to go is to take the game engine of AE, and upscale it to a game with say 100nm /hex, a division based ground OOB with few outliers, generic base engineer/defence units, wing/group/CAG level air formations (the CAGs get multiple airframe types and missions) and individual capital ships and cruisers, with flotillas of DD and everything else. And weekly turns consistent with a strategic/operational level treatment.
If that sounds like an "AE" port of the original Grigsby DOS game Pacific War, with all the bells and whistles beyond the capacity of your 1990 286 cpu, playable in a period of months rather than years, that is the intent.