TIME STAMPS and overruning enemy

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Cabido
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RE: TIME STAMPS and overruning enemy

Post by Cabido »

ORIGINAL: gliz2

I totally agree Cabido. The ZOC are not even right for FITE.

The best approach I have seen in a hex game was in some old board game where the fight was conducted at the same hex or adjacent hexes depending on the hex types and unit size and type (so the chits of both sides occupied the same hex for a fight in case the defender was too weak). But it bet this would be a nightmare to implement in TAOW because of the time span.

Messing with the combat engine would be prohibitive, I think. But a "simple" solution would be to make ZOC effects scale to distance and unit size. Restriction to movement could be 0 or prohibitively high, so that a very small, disorganized unit would evaporate when trying to retreat adjacent to flanking strong units by the mere impossibility of movement and very strong units would walk through small, disorganized units without penalty.

I'll exaggerate in order to illustrate (notice that I don't mean the hierarchical type of unit, just the relative sizes):

D - division
P - platoon

...^...............^
__|_________|
D P D_____P D P

The platoon passing through 2 divisions should have a great chance of evaporating (almost impossible in the open); the division passing through two platoons would have very little delay to its movement. It's true that disengagement chances are scaled here, making it harder for the platoon sized unit, but if the unit goes through, it preserves its full effect on movement and supply.

Disorganized small units should have no effect on supply or movement at all.

The worst thing: multiple RBCs should cause evaporation more frequently. The way it is, we have to chase small, disorganized units all around in order to prevent supply/movement penalties and their ZOC remain untouched and we create a barrier of time stamps. It is too "counter based". The problem is whether there is a counter on your way or not, not how many men and weapon.

Encirclement - the game has lots of abstracted factors and one point that should be abstracted is this. Very large units would detach troops to block the way of a very small units without moving its bulk, so that the configuration below should be considered an encirclement, depending on density:

D - division size
B - battalion size
E - empty hex

_________E_________E
_______D___D_____D___E
_________B_________B
_______E___E_____E___D
_________D_________E

If the battalion size unit tries to move... evaporation. If it stays and is attacked, it can resist, depending on fortification level and terrain, but won't be able to leave position and retreat, unless three hexes are free, which means one free hex non adjacent to any enemy.

I think all of this could be dealt with by scaling the effects of ZOC accordingly, considering density (unit size/hex size) and unit's sizes relation. Also, terrain and the fact of being spotted or not should have an influence on movement penalties. An unspotted small unit in dense wood terrain would have a greater impact than a spotted one in the open. That would give recon a greater and interesting impact on the game; send this high recon unit to spot the enemy and allow a faster go through of your other troops if situation is favorable (i.e. the unit is very small in relation to your own and terrain is less suitable to ambush).

I know, all of this is just brainstorming. Developers have to deal with colateral effects and make a lot of tests, but I would be happy to see those ZOCs scaled, whatever the solution found. They have done it with digging in, allowing designers to set the rate of fortification level increase, which was way too fast in half-day/day turns. The problem is that ZOCs must scale according to relative size of units and it would have to adapt to game circumstances.
gliz2
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RE: TIME STAMPS and overruning enemy

Post by gliz2 »

Well Mister Lemay then Time Stamps seem like a fighting a self-invoked problem.
The turn burn could be overcome by turn split by set of 1/3 or 1/4 of total rounds. This would allow for consequtive and more time linear actions.

PS. The problem I see is the idea of TAOW being able to incorporate all conflicts from ancient Rome till nowdays from platoon level to grand strategy. Seems that this might cause the time-shifting issue. Which Time Stamp do not address. But OK. This was a devs choice to tackle the issue of rounds burning. Could have been better that's all.
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gliz2
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RE: TIME STAMPS and overruning enemy

Post by gliz2 »

That's a quite nice presentation of the concept Cabido.
Well makes sence but hard to implement because of the game engine. You'd have to code it for different historical eras and for different units type and sizes. Plus it would have take the scale of the map (another layer). Kudos to the poor coder of that :P
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RE: TIME STAMPS and overruning enemy

Post by Curtis Lemay »

ORIGINAL: gliz2

Well Mister Lemay then Time Stamps seem like a fighting a self-invoked problem.
The turn burn could be overcome by turn split by set of 1/3 or 1/4 of total rounds. This would allow for consequtive and more time linear actions.

You can do FITE at 1-hour turns now, if you like. [8|]
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Curtis Lemay
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RE: TIME STAMPS and overruning enemy

Post by Curtis Lemay »

My idea for the ZOC issue is to require the source of the ZOC to pass an overrun check by the moving unit - fail and no ZOC, pass and it's there.
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RE: TIME STAMPS and overruning enemy

Post by gliz2 »

There are 5 (main) dimensions:
1. Time
2. Terrain
3. Equipment
4. Experience, training and morale
5. Weather

All this should ideally be taken into account in engine calculations.

1. Time is usually represented by turns (and sometimes rounds or actions within a turn).
2. Terrain is coded as set of values (characteristics) of a hex.
3. Equipment is coded as abstracted mediana tables representing the types of equipment and the unit equipment setup.
4. This is coded in many different ways and combinations. Generally the digital games have a good implementation of those (the matrixes for this are well developed).
5. Weather can be tricky to code as it has to be modelled to fit the set timeframe of a turn. Try to code an Irish April morning of all four seasons in an hour ;)

For TAOW the time is represented by:
1. TURN
2. Rounds within a turn
3. Movement Points which are spend on "actions"
4. Time Stamps

This gives a hell of a matrix. The bigger turn scale (so the longer the turn is in terms of real time) the harder it gets. Also map scale is providing for an addition challenge.

A given hex has a road which has a limited capacity. Now taking the FITE2 as an example. When a player is moving his chits the system uses programmed values to deduct points for player actions. The MPs are an abstract value which represents the units efficiency and equipment against the time. MPs are spent to do things in time.
Back to our hex with a road. It has a limit of handling a traffic of X at a given time. There are also limitations for stack. I tried it today and couldn't block a small road with multitude of units (I think in the end I've squezeed 7 ID and 2 Pz.Div.). As the hex does not have any time counter on it there only programmed max absolute values e.g. when there is a stack of X pts no other unit may use the hex. But this is not dynamic and once the stack is moved the hex is "cleared". There are some absolute values which invoke penalties after the cap was reached. Still this is far from ideal.
And now comes the combat action part which is represented by the Time Stamp.
When the units are crossing the hex after a short while we allknow how to shuffle them chits to almost automation level. Except for the overstacking there is no real danger of blocking the road.
Unless you fight. Then thevTime Stamps mark a combat action effect on time on the hex. Which is an extea layer on the existing set of time simulating measures.

What is the point of above? I wanted to explain the basic of mechanics to better show the issues with such a complex idea.

The Time Stamps mark a combat action taken place in the given hex(es). My problem is that this hapoens irrespective of other actions taking place at the same time during enemy turn. In my opinion Time Stamp are solution to one probkem (of burning rounds) but creat other issues like "bending" time within the game engine system. I cannot say if the other option of split turn could be implemented into TAOW engine but this would be my recommended solution. Split turn allows for fragmentation of turn into shorter periods thus lowering the issue of timeline. It also allows for a better responsiveness (enemy can react quicker and then you can counteract to which enemy will have chance to react). This would allow for more dynamics, would get rid of need for Time Stamps and would be a bit closer to the real chain of events.
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Cabido
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RE: TIME STAMPS and overruning enemy

Post by Cabido »

ORIGINAL: Curtis Lemay

My idea for the ZOC issue is to require the source of the ZOC to pass an overrun check by the moving unit - fail and no ZOC, pass and it's there.

Well, good idea. That's already something. Simple and deals with part of the problem. It doesn't fit the six units encirclement problem, but it makes ant units behind the lines less impacting. It would be a nice idea to give spotted units a penalty on the check, after all, if you know what's around, it is safer to keep the pace.
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RE: TIME STAMPS and overruning enemy

Post by Lobster »

ORIGINAL: gliz2

....

This all has been gone over ad nauseam. That's the reason we have time stamps. Not having them presented more conundrums than having them. So I'm not even going to bother arguing anything. Not worth the effort.

Bob, your idea for ZOC is a good idea. There are examples of small units causing huge headaches and the way you present it would preserve that possibility.
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RE: TIME STAMPS and overruning enemy

Post by gliz2 »

Whatever Lobster.
I tend to disagree with the statement you need Time Stamps as apart from burning rounds I see no value in it.
There are other iterrations on the subject like Action Point systems or the basic overrun from older board games, which evolved into a quite good engagement battles system.

For You this might be a done deal. For me it's not. I wanted to understand what and how. Now I got it and the result is that it does not fit to the system. It solve one issue while creating others.
I think it's a valid point for discussion.

It's like Lemay first yrying to dismiss the issue and stating otherwise then admitting it is not as he initially stated. Seriously frustrating to have such conversations.

I also agree that Lemay's proposal for ZOC is quite good.
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RE: TIME STAMPS and overruning enemy

Post by fogger »

Chris I am not sure how long you have been playing TOAW but I purchased TOAW 1 back in 1998 or 99 just after it came onto the market and have been playing it ever since. I have not always agreed with Jack (Lobster) but I do this time. Time stamps is a big step forward and overcomes some of the "cheats" experience players could do in the earlier versions of the game. I like Bob's idea about the ZOC. So Bob off to work and make it happen. [;)][:)]
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RE: TIME STAMPS and overruning enemy

Post by Curtis Lemay »

ORIGINAL: Lobster

So I'm not even going to bother arguing anything. Not worth the effort.

That's where I've arrived, too.
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RE: TIME STAMPS and overruning enemy

Post by gliz2 »

Bob the discussion was not whether the Time Stamps are needed (I got the feeling this wascthe easiest way to tacklevthe issue of rounds) but whether they create issues. You are around for a while, probably fed up of going all over it again. I get that. Been there myself before. But lets try get to the basics first anf maybe get some ideas fimor the future. Just like it happened for ZOC.

I will post later my understanding on the matter. But for the moment this is the baseline:
1. IGYG does not simulate properly the timeline. This is at the root of the system. So time is not linear, opponents perform actions seperatelly within the same timeline (hence the actions cannot be put on timeline in order). Nothing can be done about it.
2. The bigger the scale the bigger the issue.
3. Because of the above there are issues that do not exist in reality like opponent units performing exclusive actions on the same hex. Or actions happening that are previous to the actions of the opponent but influence his later actions (so at the beginning of my turn I can attack enemy unit that only arrived at the hex at the end of the turn).
4.Movement Points (MPs) simulate the efficiency, skills and equipment of the given unit for the time of the given turn.
5. In consequence it really doesn't matter much wheter the actions are executed in orderly fashion. You move chits on the board in an abstract way. The so-called time history for it doesn't really matter as it is anyhow unrealistic. What matters is wheter the units have MPs to perform given actions.
6. What Time Stamps are addressing is the burning of rounds and of exploiting unlimited turn (so performing actions whit little consequence of artificial turn timeline).

More to follow.
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RE: TIME STAMPS and overruning enemy

Post by Fred98 »

And time stamps are not limited to the hex where the battle occurred. They apply& to every hex on the map. A total disaster!

I suspect that wasn't the original intention. Still a total disaster!
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RE: TIME STAMPS and overruning enemy

Post by gliz2 »

@Fred98
I wouldn't go as far as calling them a total disasters but they do create an issue. And I would encourage anyone to post their views on that (but not just expressing opinions without any details why one is of that opinion).

Time Stamps are a way of tackling issues related to battle action rounds system implemented in the engine. It seems they handle that part well. The question remains whether the issues created by Time Stamps are not bigger than the issue that was solved by implementing Time Stamps.
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RE: TIME STAMPS and overruning enemy

Post by sPzAbt653 »

I would encourage anyone to post their views
I'm not reading every word in this thread, but I do a quick scan every now and then. I don't like getting involved in BTS discussions because they are a wormhole to me, similar to a 'best game' discussion. But if you ask my opinion, I was in Beta when BTS was introduced and my first experience with them was in playing Directive 21. At first, it did appear to be a disaster, but I determined that this was because of the scale and unit density of D21. In other 'normal' sized scenarios that I tried the BTS made little impact on me. And realistically, the BTS only affects D21 on the first turn, which is always the most labor intensive turn. Now when I play TOAW I turn them off as being unnecessary. Their impact is still there, but I don't need to see the graphic cluttering the map.
Overall I say that BTS's are a nice addition for TOAW IV, especially for newer players trying to grasp the system. It's not worth the effort to get involved in a 'string or quantum' discussion [;)]
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RE: TIME STAMPS and overruning enemy

Post by gliz2 »

sPzAbt653
It is also my impression that the scalability of BTS is the issue. It does fine job on Market Garden or any smaller scenario but creats more issues than good in grand scenarios like FITE or D21.
It's not a futile discussion on the merits of Xmas vs Easter.
I hope to get the understanding of why it feels so akward in FITE (or other larger scenarios).

PS. I refer tp the effects of BTS not the "stamps" themselves. It was the first thing I turned off for TAOW IV.

Thanks for the input Sir.
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RE: TIME STAMPS and overruning enemy

Post by Curtis Lemay »

ORIGINAL: gliz2

1. IGYG does not simulate properly the timeline. This is at the root of the system. So time is not linear, opponents perform actions seperatelly within the same timeline (hence the actions cannot be put on timeline in order). Nothing can be done about it.

No. This is where you are getting lost. It's I GO, YOU GO. The two sides are not performing simultaneously. The first side does its thing, then the second side reacts to what side one did. All of side two's battles occur after the last side one battle.

Now you can say that's a gross distortion of reality. But it really isn't that much of a distortion. There is inertia involved in warfare. One side really does have the initiative and the other side really does have to think about how it will deal with that before it reacts.

There are rare occasions where that isn't the case, and for that we have things like reserve movement.
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RE: TIME STAMPS and overruning enemy

Post by Curtis Lemay »

ORIGINAL: Fred98

And time stamps are not limited to the hex where the battle occurred. They apply& to every hex on the map. A total disaster!

I suspect that wasn't the original intention. Still a total disaster!

Huh?
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RE: TIME STAMPS and overruning enemy

Post by gliz2 »

Bob
First your own words:it's perfectly reasonable to think of it as simultaneous. There are no "turns" in reality. While the Germans were attacking the bridge, the Soviets were moving reserves towards it - getting there just in the nick of time.
Second quote from Lobster: There has to be some mechanism present that accounts for time. Otherwise you will have units moving through hexes where a combat is taking place as though nothing were there.

Please Mr Bob stop putting your comments in my mouth. I have never said a turn-based game is in anyway simultaneous.
And no you are absolutely wrong. The actions in turn system have a quite substantive absurdity in them which Time Stamps (in the big scale scenarios) do not address.
To make it simple: You can move units more or less irrespective of time the limitation being the MPs however where an combat took place the extra MPs are taken out although it is not absolutely clear which happened first.
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Curtis Lemay
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RE: TIME STAMPS and overruning enemy

Post by Curtis Lemay »

ORIGINAL: gliz2

Bob
First your own words:it's perfectly reasonable to think of it as simultaneous. There are no "turns" in reality. While the Germans were attacking the bridge, the Soviets were moving reserves towards it - getting there just in the nick of time.

Strategic movements by rail can be thought of that way (or not, if you prefer - you can rationalize it however you wish). Not tactical movement or combat. Side 2's tactical movements and combats occur after all of Side 1's player turn is completed.
Second quote from Lobster: There has to be some mechanism present that accounts for time. Otherwise you will have units moving through hexes where a combat is taking place as though nothing were there.

Lobster, I'm sure, is referring to Side 1's movements having to wait for Side 1's combats to complete before exploiting those combats. Not having to wait for Side 2's combats to complete.
Please Mr Bob stop putting your comments in my mouth. I have never said a turn-based game is in anyway simultaneous.

It seemed clear to me that your idea is that Side 2's combats occur simultaneously with Side 1's combats. In other words, Side 1's round 1 is simultaneous with Side 2's round 1, etc. And that Side 2 travels back in time to conduct his turn instead of conducting his turn after Side 1's. Did I misunderstand you?
And no you are absolutely wrong. The actions in turn system have a quite substantive absurdity in them which Time Stamps (in the big scale scenarios) do not address.

What would that be, other than the time travel I just mentioned?
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