Victory Condition

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Gilber
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Location: Luxembourg

Victory Condition

Post by Gilber »


I have always found it a pity that victory is awarded over the possession of a few capitals. If at the end of the game it was calculated a kind of ratio for example based on the production of MPPs this would allow :

To continue the game even when victory eludes you simply to have a result as close as possible to a tie. A narrow defeat could thus be rewarded in PBEM tournaments by a kind of defensive bonus like in sports.

To solve the insoluble problem of having a game that is both historically realistic and with equal chances of victory between the axis and the allies. Why not have a game where the allies win in 90% of the cases but where the axis could be considered as the winner if it was able to keep a good part of its initial winnings.

To avoid that all the fights are concentrated around a few cities. With entire areas of the front almost completely empty of troops. Or for a city to be taken by a paratrooper unit just to reach an objective.

I am interested in your opinion.

Gilles
The Land
Posts: 940
Joined: Fri Feb 19, 2010 4:58 pm

RE: Victory Condition

Post by The Land »

I have thought about a way something like this could be implemented.

At present of course there are National Morale meters.

It is possible using the game's scripting tools to set up events that add or subtract NM *every turn* that a given hex is in the hands of a particular nation or side. So you could for instance give the Western Allies a bonus every turn they hold Paris after 1 August 1940.

With a number of these events you effectively turn the NM meter into a Victory Point meter. Losses of units also already affect NM so you would be winning VPs for sinking ships and enemy surrenders, and losing them when you take casualties.

It would need a LOT of balance and calibration, and you'd also want to probably reduce the impact of NM on combat effectiveness, but it could all be done.


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Sugar
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Joined: Thu Mar 16, 2017 11:42 am

RE: Victory Condition

Post by Sugar »

It is possible using the game's scripting tools to set up events that add or subtract NM *every turn* that a given hex is in the hands of a particular nation or side.

Doesn`t the game exactly do that already? Or what does it mean, when Berlin is worth 100 NM, Paris 50 and Koblenz 5?

Iirc, by sinking ships or destroying units the winner is gaining NM.




The Land
Posts: 940
Joined: Fri Feb 19, 2010 4:58 pm

RE: Victory Condition

Post by The Land »

ORIGINAL: Sugar
It is possible using the game's scripting tools to set up events that add or subtract NM *every turn* that a given hex is in the hands of a particular nation or side.

Doesn`t the game exactly do that already? Or what does it mean, when Berlin is worth 100 NM, Paris 50 and Koblenz 5?

Iirc, by sinking ships or destroying units the winner is gaining NM.

I think that's a one-off bonus/penalty = more if it's marked as an NM objective.
1985 Red Storm mod - Beta testing!

Always wanted to play a "Cold War goes hot" scenario? Come and join in!
Sugar
Posts: 940
Joined: Thu Mar 16, 2017 11:42 am

RE: Victory Condition

Post by Sugar »

I think that's a one-off bonus/penalty = more if it's marked as an NM objective.
[/quote]

I think it means per turn (in case of towns and cities not being NM-Objectives, in which case you`ll get a one time bonus in addition), like it was in SC WW1, but it`s not quite clear. Maybe Bill or Hubert can confirm?
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