ORIGINAL: Curtis Lemay
ORIGINAL: ColinWright
'A tiny fraction' implies that you see a short future for this game. If otherwise, then the 'tiny' fraction will keep growing. It's like buying a new truck. Makes sense if you're planning to stay in business.
I see it lasting less than a century. Considering that there's probably 1,000 scenarios out there that will never be edited again, that's about what it would take for that fraction to even become "middling". And it will never be "All". "All" is always going to be better.
It's beside the point to some extent, but many of these scenarios are garbage to begin with, and in any case, you yourself and your predecessors have cheerfully chewed them up with the various changes that have already been made.
Open up a scenario made under OPART I, and you can get helicopter noises (and movement rates) when you move what was intended to be World War One Turkish infantry. The flak values have gone all over the map. Early turn ending isn't what it used to be. Artillery now has an AT value.
This value attached to 'not wrecking existing scenarios' is only pulled out when it suits. When it's
your idea (or that of your predecessors), the bulldozer goes right through the archeological dig without a care.
As things stand, any older scenario would need to be carefully vetted before play and probably reedited to work as intended. So it's the purest hypocrisy to argue for protecting these ancient treasures when really, it's a matter of the proposed change not being to your liking for some other reason entirely.
I'll grant we shouldn't make a change that renders the whole suite of earlier scenarios unplayable. But don't suddenly go over to 'the change in air temperature might wreck the frescos on the ceiling.' This obviously has never been a genuine concern.
Some things need to be optional and some things don't. Take the Ant Unit fix. Making it optional would have been an unnecessary cost.
Probably. But even there. Did you comb the existing bank of scenarios to see if there was one that made use of their previous ability to slow advances to produce a desired effect? Seems perfectly possible to me -- and yet somehow I doubt if you checked...
TOAW is full of features that aren't optional and don't need to be. Limiting bridge-blowing to hexes that actually have bridges in them doesn't seem to me to need to be optional either. It's not like it's subjective. There is either a bridge in the hex or there isn't.
One can just as easily redefine this as 'either the road can be temporarily rendered unusable or it can't.' Then suddenly there's no reason why the ability to destroy bridges should be confined to river crossings at all.
Now, if you want to simulate something else with the bridge-blowing feature, that's still possible - just put a bridge in the hex. But, I would think that needs to be handled via a separate feature. There are critical differences. First, since there was no actual bridge, then fixing it shouldn't require bridge repair ability. Maybe SeaBees, but not true engineers. Maybe not even SeaBees, if, for example, it was just felled trees or such. Second, ferry ability shouldn't be useful for overcoming it at all.
If you want to call them 'bridges without rivers' rather than 'destructible roads,' that's fine with me. Call them anything you like...
Otherwise, I think you're getting lost in distinctions that the game doesn't make in the first place -- and that don't even exist in reality. Engineers
do fix things besides bridges. A lot of the various engineering forces that existed didn't have anything like the combat ability TOAW assigns them. Here, you're wandering into some completely imaginary terrain of a finely crafted weapon that isn't there and doesn't particularly accurately simulate anything that existed in fact.
Actually larger bridges were rebuilt by specialized bridge-building units -- and these would only have been used in combat in a pinch, and then would have been less than elite troops. A lot of ex-civil engineers and navvies stumbling about with the rifles they hadn't fired since basic training...
I already go through changes to get rail repair units that can fight (as some could), and 'engineers' that can't (as some couldn't). It's not like there's some well-thought out and detailed scheme for simulating all the possible variations in military construction units in place. There isn't.
So forget about this aspect of your argument. It has nothing to do with anything -- least of all TOAW. The game itself just says 'some kind of specialized combat/battlefield engineering ability? Engineers. They'll be who fixes your bridges.' It doesn't go into it deeply at all.