PLEASE FIX AIR COMBAT!

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

Moderators: Joel Billings, wdolson, Don Bowen, mogami

el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: PLEASE FIX AIR COMBAT!

Post by el cid again »

Have you looked at the stock OOBs and replacement rates and such? Does any of that suggest anyone could expect historical play, given the system in place?

I have. They are pretty awful. We can certainly expect a lot better results if we fix them - which we can. We probably cannot make a useful criticism of the model until we do. And if you play me, you may expect historical play by the other side. Maybe creative - I won't promise not to invade Hawaii - and in fact the only reason I won't is it is impossible with the current system. But it was really possible and should have been done - for lots of reasons. It totally changes the strategic situation, and focus of operations, and gives a nice bargaining chip to end the war with. If the US tries to take Hawaii back and fails (which is fairly likely since there are no air bases in range) - it may prefer a neutral Hawaii to a Japanese one. But I do expect historical play - not gamey play.
User avatar
tsimmonds
Posts: 5490
Joined: Fri Feb 06, 2004 2:01 pm
Location: astride Mason and Dixon's Line

RE: PLEASE FIX AIR COMBAT!

Post by tsimmonds »

CAP is not able to do what Japanese CAP could really do - engage in OTHER hexes. [See the record of Genda's Blade for one - and there was a similar JAAF outfit. They used recon planes to find enemy strikes far from their targets and engage them with fighters en route. They used electronic warning systems to find the strike packages. NONE of this is EVER possible in WITP - so you NEVER have to worry about what real commanders had to face.]

I regularly see my area CAP effectively intercept incoming strikes against targets up to two hexes away.
Fear the kitten!
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: PLEASE FIX AIR COMBAT!

Post by el cid again »

All well and good and interesting, except you misstate the case when you call the USN intelligence error an "operational defeat." It was nothing of the kind.

You are not using your terminology precisely: a failure of reconnaissance is an OPERATIONAL failure, not an intelligence failure. And the Japanese understanding of our intentions was a judgement by their commander, not intelligence superiority. Our failure to understand the Japanese intentions also was an error in judgement by our commander, not a failure of intelligence. I repeat - you are about 90% confused about what happened - so you cannot achieve a useful analysis - until you come to terms with what happened. IF you don't understand our OPERATIONAL failure, you are still confused.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: PLEASE FIX AIR COMBAT!

Post by el cid again »

Make fatigue a greater factor by increasing the fatigue rate so those silicon pilots and soldiers become in effective unless they are rested and fed. So players would be foolish to abuse them so...

Go over to UV and look up the way players felt about heavy bombers when they would not fly without being treated like babies. It may be that bombers and crews were temprimental, but players don't like units like that!
User avatar
Ron Saueracker
Posts: 10967
Joined: Mon Jan 28, 2002 10:00 am
Location: Ottawa, Canada OR Zakynthos Island, Greece

RE: PLEASE FIX AIR COMBAT!

Post by Ron Saueracker »

ORIGINAL: el cid again
Make fatigue a greater factor by increasing the fatigue rate so those silicon pilots and soldiers become in effective unless they are rested and fed. So players would be foolish to abuse them so...

Go over to UV and look up the way players felt about heavy bombers when they would not fly without being treated like babies. It may be that bombers and crews were temprimental, but players don't like units like that!

Well Cid, if you are saying the sqweeky wheel get's the grease, I'd say you are generalizing. I'm like a screaming seized bearing and have been, but no joy aside from getting Canada in...guess you have to be loud and wrong to get something alterred.[8D]
Image

Image

Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan
User avatar
treespider
Posts: 5781
Joined: Sun Jan 30, 2005 7:34 am
Location: Edgewater, MD

RE: PLEASE FIX AIR COMBAT!

Post by treespider »

ORIGINAL: el cid again
Make fatigue a greater factor by increasing the fatigue rate so those silicon pilots and soldiers become ineffective unless they are rested and fed. So players would be foolish to abuse them so...

Go over to UV and look up the way players felt about heavy bombers when they would not fly without being treated like babies. It may be that bombers and crews were temprimental, but players don't like units like that!

So are we striving for a game or a simulation? I didn't suggest that the pilots shouldn't fly if they don't pass their tests...what I am suggesting is that when they do fly, they are substantially penalized.
Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
User avatar
Ron Saueracker
Posts: 10967
Joined: Mon Jan 28, 2002 10:00 am
Location: Ottawa, Canada OR Zakynthos Island, Greece

RE: PLEASE FIX AIR COMBAT!

Post by Ron Saueracker »

ORIGINAL: treespider

ORIGINAL: el cid again
Make fatigue a greater factor by increasing the fatigue rate so those silicon pilots and soldiers become ineffective unless they are rested and fed. So players would be foolish to abuse them so...

Go over to UV and look up the way players felt about heavy bombers when they would not fly without being treated like babies. It may be that bombers and crews were temprimental, but players don't like units like that!

So are we striving for a game or a simulation? I didn't suggest that the pilots shouldn't fly if they don't pass their tests...what I am suggesting is that when they do fly, they are substantially penalized.

Exactly how the model should have been approached initially.
Image

Image

Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan
User avatar
treespider
Posts: 5781
Joined: Sun Jan 30, 2005 7:34 am
Location: Edgewater, MD

RE: PLEASE FIX AIR COMBAT!

Post by treespider »

Exactly how the model should have been approached initially.


If I only knew how to code....Perhaps 20 years from now after I self teach myself I'll design a game.
Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: PLEASE FIX AIR COMBAT!

Post by witpqs »

ORIGINAL: Ron Saueracker

ORIGINAL: el cid again
Make fatigue a greater factor by increasing the fatigue rate so those silicon pilots and soldiers become in effective unless they are rested and fed. So players would be foolish to abuse them so...

Go over to UV and look up the way players felt about heavy bombers when they would not fly without being treated like babies. It may be that bombers and crews were temprimental, but players don't like units like that!

Well Cid, if you are saying the sqweeky wheel get's the grease, I'd say you are generalizing. I'm like a screaming seized bearing and have been, but no joy aside from getting Canada in...guess you have to be loud and wrong to get something alterred.[8D]

I got a favorable response by being polite and right...
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: PLEASE FIX AIR COMBAT!

Post by witpqs »

ORIGINAL: irrelevant
CAP is not able to do what Japanese CAP could really do - engage in OTHER hexes. [See the record of Genda's Blade for one - and there was a similar JAAF outfit. They used recon planes to find enemy strikes far from their targets and engage them with fighters en route. They used electronic warning systems to find the strike packages. NONE of this is EVER possible in WITP - so you NEVER have to worry about what real commanders had to face.]

I regularly see my area CAP effectively intercept incoming strikes against targets up to two hexes away.

True. I was going to point that out also.

I think what Cid is referring to is multiple waves of fighter attacks against the strike headed to the CAP's own hex.

What it boils down to is this: CAP action is abstracted to a degree. Rather than show multiple CAP battles for one raid, it's all rolled into one. So what we really should strive for is the right level of effectiveness for that one battle as it represents the overall CAP against the strike.
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: PLEASE FIX AIR COMBAT!

Post by witpqs »

ORIGINAL: el cid again
I couldn't care less about VPs.

Shortsighted - unless you don't care when the game ends? Victory points will trigger automatic termination of play on certain dates. I don't like this - but there it is.

Actually, you get a dialogue box informing you of the outcome and asking you if you want to continue playing, look at the map and quit, or quit. 'Continue Playing' works just fine. This is as of 1.795, uncertain in what version the change was first included.
User avatar
Ron Saueracker
Posts: 10967
Joined: Mon Jan 28, 2002 10:00 am
Location: Ottawa, Canada OR Zakynthos Island, Greece

RE: PLEASE FIX AIR COMBAT!

Post by Ron Saueracker »

ORIGINAL: witpqs
ORIGINAL: Ron Saueracker

ORIGINAL: el cid again



Go over to UV and look up the way players felt about heavy bombers when they would not fly without being treated like babies. It may be that bombers and crews were temprimental, but players don't like units like that!

Well Cid, if you are saying the sqweeky wheel get's the grease, I'd say you are generalizing. I'm like a screaming seized bearing and have been, but no joy aside from getting Canada in...guess you have to be loud and wrong to get something alterred.[8D]

I got a favorable response by being polite and right...

I used to be polite...[:(]
Image

Image

Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan
User avatar
Nomad
Posts: 7273
Joined: Wed Sep 05, 2001 8:00 am
Location: West Yellowstone, Montana

RE: PLEASE FIX AIR COMBAT!

Post by Nomad »

ORIGINAL: Ron Saueracker

[/snip]
I used to be polite...[:(]

Really? [:D]
User avatar
Ron Saueracker
Posts: 10967
Joined: Mon Jan 28, 2002 10:00 am
Location: Ottawa, Canada OR Zakynthos Island, Greece

RE: PLEASE FIX AIR COMBAT!

Post by Ron Saueracker »

ORIGINAL: Nomad

ORIGINAL: Ron Saueracker

[/snip]
I used to be polite...[:(]

Really? [:D]

Image

Would you believe reserved?
Image

Image

Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: PLEASE FIX AIR COMBAT!

Post by witpqs »

ORIGINAL: Ron Saueracker

ORIGINAL: witpqs
ORIGINAL: Ron Saueracker




Well Cid, if you are saying the sqweeky wheel get's the grease, I'd say you are generalizing. I'm like a screaming seized bearing and have been, but no joy aside from getting Canada in...guess you have to be loud and wrong to get something alterred.[8D]

I got a favorable response by being polite and right...

I used to be polite...[:(]

We need verifiable data! [;)]
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: PLEASE FIX AIR COMBAT!

Post by witpqs »

ORIGINAL: el cid again
Have you looked at the stock OOBs and replacement rates and such? Does any of that suggest anyone could expect historical play, given the system in place?

I have. They are pretty awful. We can certainly expect a lot better results if we fix them - which we can. We probably cannot make a useful criticism of the model until we do. And if you play me, you may expect historical play by the other side. Maybe creative - I won't promise not to invade Hawaii - and in fact the only reason I won't is it is impossible with the current system. But it was really possible and should have been done - for lots of reasons. It totally changes the strategic situation, and focus of operations, and gives a nice bargaining chip to end the war with. If the US tries to take Hawaii back and fails (which is fairly likely since there are no air bases in range) - it may prefer a neutral Hawaii to a Japanese one. But I do expect historical play - not gamey play.

See the 'Bloody Pacific' AAR. Admiral Laurent captured Hawaii.
User avatar
Ron Saueracker
Posts: 10967
Joined: Mon Jan 28, 2002 10:00 am
Location: Ottawa, Canada OR Zakynthos Island, Greece

RE: PLEASE FIX AIR COMBAT!

Post by Ron Saueracker »

ORIGINAL: witpqs
ORIGINAL: el cid again
Have you looked at the stock OOBs and replacement rates and such? Does any of that suggest anyone could expect historical play, given the system in place?

I have. They are pretty awful. We can certainly expect a lot better results if we fix them - which we can. We probably cannot make a useful criticism of the model until we do. And if you play me, you may expect historical play by the other side. Maybe creative - I won't promise not to invade Hawaii - and in fact the only reason I won't is it is impossible with the current system. But it was really possible and should have been done - for lots of reasons. It totally changes the strategic situation, and focus of operations, and gives a nice bargaining chip to end the war with. If the US tries to take Hawaii back and fails (which is fairly likely since there are no air bases in range) - it may prefer a neutral Hawaii to a Japanese one. But I do expect historical play - not gamey play.

See the 'Bloody Pacific' AAR. Admiral Laurent captured Hawaii.

Only because it is possible to get an airbase running at full tilt in one day.[8|]
Image

Image

Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan
User avatar
Tristanjohn
Posts: 3027
Joined: Wed May 01, 2002 4:50 am
Location: Daly City CA USA
Contact:

RE: PLEASE FIX AIR COMBAT!

Post by Tristanjohn »

ORIGINAL: el cid again
The man's point was that 1) there's too much CAP to begin with in many cases and 2) it's entirely too effective, all of it engaging each incoming wave. To assert that CAP eventually gets "tired" by the fourth or fifth or sixth strike hardly argues that the air-combat system makes sense. It patently does not make sense for most (if not all) situations. CAP ought to "parceled out" to bandits, and all fighters on both sides need to be severely limited as to how many combats they're able to engage in, this to broadly simulate the limited quantity of ammo they were loaded with (an incredibly inept omission on Gary's part,

First, let me remind everybody that I am almost finished with a data mod that will address air combat lethality in a big way. Second, let me say that someone we know got a Matrix programmer to admit the module has problems. So I am not saying that there are no problems here.

However, the allegation that CAP is entirely too effective is actually false.
CAP is not able to do what Japanese CAP could really do - engage in OTHER hexes. [See the record of Genda's Blade for one - and there was a similar JAAF outfit. They used recon planes to find enemy strikes far from their targets and engage them with fighters en route. They used electronic warning systems to find the strike packages. NONE of this is EVER possible in WITP - so you NEVER have to worry about what real commanders had to face.] CAP is also anything but 100% effective. I have had 1 or 3 or some other small number engage - when I assigned vastly greater numbers. And the post I responded to specifically said CAP never gets tired - but it does.

As for ammunition - please give Gary a break. He did it RIGHT. WE (players) ASKED for a "fix" of the "too weak" fighter problem - in UV days - and they took the ammo limits out. It is still there and can be put back in - and should be. But it is NOT a design flaw.

Sid, the bottom line is that CAP as presented in this system does not work correctly. If it were ever to work correctly in the bloody sense this system has it then it would be American CAP that would be so effective, starting in 1943, and reaching a fairly serious level by the summer of 1944 I'd say. At no time were the Japanese as far along on that issue as were the Americans for various reasons, some having to do with technology, others with doctrine--and that itself was tied back to technology all too often.

As for how Matrix reacted to the shortsighted whines from the days of UV, that's on Matrix, as it was their decision to make. And it is very much a design issue. What else could you call it? A problem with astrology?

We have, just for example, F4F-4 Wildcats in the game with what, historically about 15-18 seconds of .50 Cal bursts (about 18 seconds figuring 240 rounds per gun, but Lundstrom states there were provisions to only load up with just 200 rounds for only four of the inboard .50s, with nothing at all for the outboard .50s, to save on weight) available and then they were out of the fight. But in the game they fight half the day long!

Come on. Just because the fighters weren't "performing as people wanted" with UV was no good excuse to willy-nilly scrap ammo loadouts. Isn't Matrix the first one to argue that one has to be careful about changes and the eventual effects these changes might cause to the overall system? Well, this is the perfect example of that. Meanwhile, the company refuses to look at the load rates of ports and the efficiency of engineers at air bases, or even to adjust the OP-loss rates, because futzing around with something that "delicate" might break everything else in sight. Right. [8D]

Regarding Frank Jack Fletcher: They should have named an oiler after him instead. -- Irrelevant
User avatar
Tristanjohn
Posts: 3027
Joined: Wed May 01, 2002 4:50 am
Location: Daly City CA USA
Contact:

RE: PLEASE FIX AIR COMBAT!

Post by Tristanjohn »

ORIGINAL: el cid again
I couldn't care less about VPs.

Shortsighted - unless you don't care when the game ends? Victory points will trigger automatic termination of play on certain dates. I don't like this - but there it is.

That could be disconnected in a heartbeat, or better still given a toggle.

My point was that the very concept of Victory Points is weak. If players can't agree on who is and who is not "winning" and "losing" then neither one of them has a clue, or perhaps the game really is "even" at that juncture in time. In any event, the enjoyment of playing these games ought to come with wrestling with the mechanics as one tries to achieve one's goals, assuming those mechanics are resonable. If someone needs some phony-baloney screen at the end of play with meaningless numbers on it to make all that worthwhile then I'd submit the game itself must be weak to begin with.

I happen to have more respect for Grigsby's efforts than that and on that particular score. His games are already "fun" to play as far as that goes. Anyone who cannot "enjoy" a Grigsby game is close to impossible to please, no matter how one presents VPs at the end of play.

For myself, I see no need to reflect these matters other than how it's done in chess. The idea is to destroy the opponent (a fundamental of war), and along the way it's usually the case that one side or the other will recognize the futility of further resistance and resign. Which is how it ought to be . . . and is in real life. No?
Regarding Frank Jack Fletcher: They should have named an oiler after him instead. -- Irrelevant
User avatar
Tristanjohn
Posts: 3027
Joined: Wed May 01, 2002 4:50 am
Location: Daly City CA USA
Contact:

RE: In defense of Oleg

Post by Tristanjohn »

ORIGINAL: el cid again
Well, I've been around here for some time now and that's the first occasion I can recall someone calling Oleg on his neverending bullshit in such a frank and, if you don't mind my saying so, refreshing manner. (He's been called any number of times on his rudeness with regard to the work of others, especially modders, but not for this type of completely misleading feedback.) Except for me, of course. I get into it with this company yes man frequently. Of course that won't change him a jot, but it does keep my tools sharp.

First of all, this post is not factual. I am a modder and you may find dozens of compliments Oleg has made about me.

Your statement is illogical. Just becaue Oleg has been complimentary to you does not argue that he has been complimentary (or even polite, which is my point) to others. Go ask The Elf if you don't believe me, just for example.
Second, I have actually played Oleg (who has real military rank by the way) and he is as skilled as his attitude implies.

Non sequitur.
Third, in the case this post was commenting on, Oleg made quite useful and germane comments. He is not as diplomatic as I am - but English is also not his first language. You need to come to terms with the reality that things said across language barriers don't always sound smooth. Finally - criticism for being rude ought not to be rudely put in its own right - if you wish it to stick.

In Oleg's case it isn't the language barrier but his attitude. I don't say he's always rude, just often, and whenever he pleases. Actually, it doesn't even bother me all that much. I do call him on it when it happens, though.

As for language barriers in general: been there, done that. I once lived and worked in Spain, and as my linguistic skills are apparently somewhat limited (I only had half a semester of Spanish in college, the rest I picked up on the street) I'm the first one to be sympathetic to anyone trying to converse effectively in a foreign tongue.
Regarding Frank Jack Fletcher: They should have named an oiler after him instead. -- Irrelevant
Post Reply

Return to “War In The Pacific - Struggle Against Japan 1941 - 1945”