A balanced playable game should be

Please post here for questions and discussion about scenario design and the game editor for WITP.

Moderators: wdolson, Don Bowen, mogami

trollelite
Posts: 444
Joined: Sat Jan 28, 2006 10:01 pm

A balanced playable game should be

Post by trollelite »

Don't forget this is also a game, not entirely as history simulation

For a balanced game the scenario database should be changed as



No Japanese ASW incompetence ( option in game)

an upgraded japanese mine (effect at least 800)

8 inch gun in every CD and fortress unit

J7W and A7M at least one year earlier, Ki-84 6 months earlier

tripled Japanese AAA guns

Down everything in chinese infantry sqd by half

seriously reduce the number of respawned allied warships



Only in such game an allied victory could reasonablly be viewed as "victory", in current scenario such victory is nothing more than a qualification for you to take Japanese side, perhaps less.




User avatar
DuckofTindalos
Posts: 39781
Joined: Fri Apr 22, 2005 11:53 pm
Location: Denmark

RE: A balanced playable game should be

Post by DuckofTindalos »

[8|]
We are all dreams of the Giant Space Butterfly.
Andy Mac
Posts: 12578
Joined: Wed May 12, 2004 8:08 pm
Location: Alexandria, Scotland

RE: A balanced playable game should be

Post by Andy Mac »

Try Nemo's mod its a lot of fun and has a more balanced game with lots of toys.
 
Jap ASW incompetence err huh ? Allied subs are mostly all dead by 45 unless you are Speedy - Mines CD guns if you like no real issue but hardly decisive
 
Trollelite I think you are missing the point of WITP - the result is largely irrelevent we play the game for the the journey - now I accept we are mostly competitive some more so than others so victory or defeat are a benchmark but win or lose I will have fun getting there.
 
I have played numerous games and now have 4 under way
 
I expect to 'lose' against both PZB and Pauk probably win another game and one still to early to tell against the game criteria but that is largely irrelevant as I wouldnt have missed playing any of them.
 
 
trollelite
Posts: 444
Joined: Sat Jan 28, 2006 10:01 pm

RE: A balanced playable game should be

Post by trollelite »

And provide an option to remove that damned "a-sight". Of all evil things I hate this most, more than combination of all others....[:D]
trollelite
Posts: 444
Joined: Sat Jan 28, 2006 10:01 pm

RE: A balanced playable game should be

Post by trollelite »

Well, I only suggest to provide these as "option". Poor me, under heavy pressure of Studium, cannot find someone who willingly take Jap side so I could get some fun and relax from this game. Laborious as Japanese player's task, now I have to check "a-sight" every turn, too, to prevent some mischief from these damned messages...

Japanese game is no easier than my praktikums in uni. Terrible and grinding, every minute you have to worry about the stupid AI do something wrong because one simply cannot remember and care about every minute detail.
User avatar
Historiker
Posts: 4742
Joined: Wed Jul 04, 2007 8:11 pm
Location: Deutschland

RE: A balanced playable game should be

Post by Historiker »

Why should it be balanced? Isn't trying to hold out longer than in history enough fun?
Without any doubt: I am the spawn of evil - and the Bavarian Beer Monster (BBM)!

There's only one bad word and that's taxes. If any other word is good enough for sailors; it's good enough for you. - Ron Swanson
trollelite
Posts: 444
Joined: Sat Jan 28, 2006 10:01 pm

RE: A balanced playable game should be

Post by trollelite »

Actually if allies is good enough every pbem game should be finished before 1945, with allies capture homeland to score a decisive victory.  No disrespect to andy, and I know he didn't play this game against pzb all the way. But that game draws a bit too long.
trollelite
Posts: 444
Joined: Sat Jan 28, 2006 10:01 pm

RE: A balanced playable game should be

Post by trollelite »

read my AAR if you like , perhaps I worry too much...
Dili
Posts: 4742
Joined: Fri Sep 10, 2004 4:33 pm

RE: A balanced playable game should be

Post by Dili »

make your own mod
User avatar
Nemo121
Posts: 5838
Joined: Fri Feb 06, 2004 11:15 am
Contact:

RE: A balanced playable game should be

Post by Nemo121 »

If Japan uses its assets effectively it can defeat the Allied submarine menace. In my game vs AndyMac I sank 5 of his subs in one day with Ki-21s etc.
 
Upgraded Japanese mines: Well, historically this would be one of the more historically defensible ideas you have BUT, obviously, if you are mounting bigger mines you should carry less of them per ship.
 
With PDU on it isn't really necessary to get the Shinden a year early. Admittedly I brought it in in January 45 in order to make 1945 into something other than a victory procession but bringing it in in mid-44 would make things too tough on the Allies. You'd render their CV fleets relatively useless just at the time they need them to make their great leaps forward.
 
Hmm, respawned Allied ships...
Not necessary to reduce them. I removed respawned CVs from my mod and now I'm seriously considering adding them back in as I think Japan needs a bit more of a brake on its possible expansion into CONUSA in my game.
 
 
One thing I will agree on though is that if the Allied and Japanese player are equally good ( and this doesn't count for games when someone takes over mid-game obviously ) that the game should be over well before its historical date.
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
User avatar
Historiker
Posts: 4742
Joined: Wed Jul 04, 2007 8:11 pm
Location: Deutschland

RE: A balanced playable game should be

Post by Historiker »

What about adding extra units? As the japs recieve nothing "out of nowhere" but have to produce everything, it wouldn't be to irrealistic, when a japanese player get's more units.
He still needs to produce every plane - and I see no reason why Japan in History wouldn't have assigned new air groups when several hundred of planes are produced and inactive in pool.
He still needs to produce the ships - so why not adding more CVs, BBs, CAs and DDs, when the Japs then would be forced to decide whether to expand his naval yards or to stop several ships. By adding more ships, it would simulate the possibility for a japanese player to decide what ships he wants to get produced, without being totally ahistoric.


Without any doubt: I am the spawn of evil - and the Bavarian Beer Monster (BBM)!

There's only one bad word and that's taxes. If any other word is good enough for sailors; it's good enough for you. - Ron Swanson
User avatar
timtom
Posts: 1500
Joined: Wed Jan 29, 2003 9:23 pm
Location: Aarhus, Denmark

RE: A balanced playable game should be

Post by timtom »

ORIGINAL: trollelite

J7W and A7M at least one year earlier, Ki-84 6 months earlier


Why stop there? :)

Image
Attachments
1240534.jpg
1240534.jpg (52.71 KiB) Viewed 327 times
Where's the Any key?

Image
User avatar
okami
Posts: 404
Joined: Wed May 23, 2007 2:08 pm

RE: A balanced playable game should be

Post by okami »

ORIGINAL: trollelite

Well, I only suggest to provide these as "option". Poor me, under heavy pressure of Studium, cannot find someone who willingly take Jap side so I could get some fun and relax from this game. Laborious as Japanese player's task, now I have to check "a-sight" every turn, too, to prevent some mischief from these damned messages...

Japanese game is no easier than my praktikums in uni. Terrible and grinding, every minute you have to worry about the stupid AI do something wrong because one simply cannot remember and care about every minute detail.

If you are looking for a Japanese opponent, I'll play you. The Japanese game is a philosphy, you are going to lose, but when. It is the when and not the how. The game is unbalanced after all the allies did win the real war, and there was no chance the outcome could have been any other. The problem is to get the allied players of this game to play with the historical limitations and not 20/20 hindsight. It is fun and effective in the game to fly 200 B-17's at 1,000ft to attack shipping, and you can do it. To bad the allies did not adopt this as a tactic for it is killer in this game. So as I said if you are looking for an opponent here I am.
"Square peg, round hole? No problem. Malet please.
User avatar
okami
Posts: 404
Joined: Wed May 23, 2007 2:08 pm

RE: A balanced playable game should be

Post by okami »

ORIGINAL: timtom
ORIGINAL: trollelite

J7W and A7M at least one year earlier, Ki-84 6 months earlier


Why stop there? :)

Image
Timtom I don't think we should be adding US planes to the Japanese.[:D][:D][:D][:D]
"Square peg, round hole? No problem. Malet please.
anarchyintheuk
Posts: 3958
Joined: Wed May 05, 2004 7:08 pm
Location: Dallas

RE: A balanced playable game should be

Post by anarchyintheuk »

ORIGINAL: trollelite

Don't forget this is also a game, not entirely as history simulation

For a balanced game the scenario database should be changed as

Assuming the following comments are related to stock . . .

No Japanese ASW incompetence ( option in game)

Don't really understand this one. Once your pgs/pcs and airgroups are experienced, the only ijn asw incompetence is down to the player. You're able to deploy far more asw assets and integrate them far better than irl.
an upgraded japanese mine (effect at least 800)

Don't have much of an opinion on this other than not recalling too many allied ships being sunk by mines. Mines can be a pain in the game, but are hardly decisive.
J7W and A7M at least one year earlier, Ki-84 6 months earlier

Sure, why not? You're already dealing in fantasy by not producing more than 144 hellcats/month and having production starting in 9/43 not 2/43, having only 60 trained usn pilots/month, fubarred FM-2 stats, no bearcats, meteors, p-80s, a-1s, x-bats, lancasters, tallboys, grand slams, etc.
tripled Japanese AAA guns
8 inch gun in every CD and fortress unit

Not much too say here.
Down everything in chinese infantry sqd by half

Can't think of too many Japanese players who have been swamped by China in stock. If anything it's been the other way around.
seriously reduce the number of respawned allied warships

Eliminate respawns and have the historical oob. Any allied player would take that.
Only in such game an allied victory could reasonablly be viewed as "victory", in current scenario such victory is nothing more than a qualification for you to take Japanese side, perhaps less.

No idea what this means. As said above, if you want a fanboy or 'what if' mod, all you have to do is look for one. I'm channelling Ron S here but changes to slow the pace of the game down would be far more effective.
User avatar
Gen.Hoepner
Posts: 3636
Joined: Tue Sep 04, 2001 8:00 am
Location: italy

RE: A balanced playable game should be

Post by Gen.Hoepner »

Well, about the japanese ASW capabilities, i agree with the others Trollelite (and not because i'm playing against with u as the allies)...when i play japan my strategy is to train my bombers in minor theatres (China or single empty bases in the PI), then, when they are at 80/85 exp put them at 2/3000 ft on naval search and you're gonna kill or damage a lot of subs.
Image
Mike Scholl
Posts: 6187
Joined: Wed Jan 01, 2003 1:17 am
Location: Kansas City, MO

RE: A balanced playable game should be

Post by Mike Scholl »

ORIGINAL: Gen.Hoepner

Well, about the japanese ASW capabilities, i agree with the others Trollelite (and not because i'm playing against with u as the allies)...when i play japan my strategy is to train my bombers in minor theatres (China or single empty bases in the PI), then, when they are at 80/85 exp put them at 2/3000 ft on naval search and you're gonna kill or damage a lot of subs.


Which only goes to prove how incredibly stupid the whole "air training system" is. You can pound on a heavy bag until your knuckles are raw..., but it won't teach you to box because it can't fight back. This part of the game truely sucks. I know..., everybody can do it. But that doesn't make it right.
trollelite
Posts: 444
Joined: Sat Jan 28, 2006 10:01 pm

RE: A balanced playable game should be

Post by trollelite »

Stupid comments, such modification is not to change the status of both sides, just let japs also have chance to make mistakes, let those jap players more relaxed. As a game should be.  Use F-15 is a bit too far, I don't even need corsair to defeat most of you.... Such a waste of resource....
User avatar
JeffroK
Posts: 6427
Joined: Wed Jan 26, 2005 4:05 am

RE: A balanced playable game should be

Post by JeffroK »

ORIGINAL: trollelite

Don't forget this is also a game, not entirely as history simulation

For a balanced game the scenario database should be changed as



No Japanese ASW incompetence ( option in game)

an upgraded japanese mine (effect at least 800)

8 inch gun in every CD and fortress unit

J7W and A7M at least one year earlier, Ki-84 6 months earlier

tripled Japanese AAA guns

Down everything in chinese infantry sqd by half

seriously reduce the number of respawned allied warships



Only in such game an allied victory could reasonablly be viewed as "victory", in current scenario such victory is nothing more than a qualification for you to take Japanese side, perhaps less.





So you want Chess in the Pacific??

I'm after WW2 in the Pacific, or as close as we can get
Interdum feror cupidine partium magnarum Europae vincendarum
User avatar
timtom
Posts: 1500
Joined: Wed Jan 29, 2003 9:23 pm
Location: Aarhus, Denmark

RE: A balanced playable game should be

Post by timtom »

ORIGINAL: okami
Timtom I don't think we should be adding US planes to the Japanese.[:D][:D][:D][:D]


Image
Where's the Any key?

Image
Post Reply

Return to “Scenario Design”