While playing around with CWIF, sometimes I found the rather restricted activity limits quite annoying, frex for GER navy in the Summer turns. This point is discussed even in the WIF mailing list (se below). I know these strict limts are central part of the finesse of WIF. I know you can partly get around them by offensive chits.
Any chances for an option system that widens the allowed activties, say from +1 to +3?
In the end this, too, might be a question of how much work to program it, so this might be an idea for add-ons.
And before you scream, "No, this is not true WIF!!" Well:
-It only would be an option to make the game adjustable to personal playing style, BTW an aspect the ACW game "Forge of Freedom" is highly praised for here in the Matrix forum. Thus maybe it could help to make MWIF more attractive not only for the, eehr, "traditionalists" but also for newbees. If variable action limits for players/countries would be implemented, this also would allow vets and newbees playing together.
-Even WIF never had been written in stone.
Regards
http://games.groups.yahoo.com/group/wif ... sage/91835
Re: Turn length/Weather
I agree with Devin and would point out it's exactly the activity
limits that cause any number of long standing problems in the game:
It's the activity limits themselves that discourage "land" powers with
bothering with the naval war by building many or any ships/subs and
then being rewarded by not having to worry about getting any naval
moves in non land impulses.
Moreover, you might see a German player (frex) build 1+ sub a turn but
then decide due to activity limits not to do a combined in M/J, J/A
and maybe even S/O too. This lest 3 turns worth of production pop out
on the board along with all the repaired subs in the pipeline so you
end up with a large stack of German subs. At this point the German
player sends them out and some allied players then complain about
German subs being too powerful when the real issue is activity limits
decreasing attrition when you decide not to send them out.
Rebase missions are a subset of air moves. Not having enough rebase
missions means many things. Attrition is lowered because some portion
of your air force is often if not always out of the fight. Having to
rebase back to your HC including possibly TRS missions to, lets you
lose the use of the pilot for that movement time, an extra turn, and
then the time needed to get back to the front. Because of this some
MP's will rarely if ever bother with this procedure and for 2 more
BP's just put out another plane on the board and save all the needed
rebase and transport missions- it almost pays for itself given the
activity limits to keep putting more and more aircraft on the board.
That dynamic cause a whole host of issues.
The activity limits are part of the heart and soul of the game but
they cause any number of negative consequences. They are not perfect
but merely what we are used to. In some instances they should
increase over time for some things for some MP's. There should be
other mechanisms besides a supercombined to occasionally do more
(HQ's, mini-ochits, etc.)
The system is great. Variable EOT is great. Variable weather is
great. Variable USE is great. That said the system is too
restrictive in activity limits at least in some areas later in the
game. When turns end and a side gets only 1 impulse it's not great
and IMO it's bad. Watching a good game go down the tubes over freak
weather is not from my perspective fun. USE was too extreme and that
has been recently adjusted with new USE counters. These things can
and will change over time. Master Edition changes many of these far
more than I believe ever gets suggested on this list.
Lane




