Posted: Wed Jan 08, 2003 7:20 pm
Very much appreciate your post!


What's your Strategy?
https://forums.matrixgames.com:443/
Originally posted by denisonh
You still have not demonstrated how targeting the specific TF is any better than setting a priority.
Simply because I can set a base for the bomb an airfield or port option, doesn't make it better for Naval Attack. The specifics are unnecessary and adds potential gameyness.
Yes, gameyness.
Take this example: Player A has TF 1 with 3 CVs is spotted. Player A creates a new TF 2 with the carriers, leaving 1 DD in the previous TF 1.
Player B targets TF 1, and sinks a DD.
Setting a priority makes more sense, and eliminates the possible technique of the TF shuffle.
"Assigning" a specific TF for attack does not mean that the attack is somehow now "tied" to TF201 :rolleyes: Nobody has ever suggested that. You are reading a lot of negative into the simple interface of clicking on a TF. The "click" is simply an input method to allow the game to set priorities (as I clearly noted in the above quoted post).(Posted by Grumbling Grogn Tuesday 0608 PM 07 Jan 03)
Codewise the game engine would be best served if it simply recorded what the player "sees" as that TF and then type it as a "CV group", "surface combat group" or a "transport group", etc... and by general size. Then when the next turn rolls around and your mystic ever-changing TF has mutated the game will search for a TF of the closest match to the type you "targeted". Codewise it really is not that hard to do.
Look, this is basically just setting priority types. BUT the interface is much cleaner in that all the player has to do is click on the TF he wants to target instead of a damnable dropdown list with 4-8 choices. It also meshes well with the existing targeting methods already in use.
When this games restricts me to playing only the role of this mythic person of higher command this argument will be valid.This does not resolve people wanting to be able to directly target a specific TF, but with the turn around time in information coming back up the chain of command, it is probably unrealistic to expect direct targeting control for a non-hex (i.e.: moving targets) in a theater level game. They would have the option of selecting the port specifically and hope the ships are still in the port hex.
Originally posted by Mr.Frag
You sound like me, wanting Harpoon 2 level of control in a strategy game!
Originally posted by Bax
Grumblin',
With all due respect, please realize that Matrix(and virtually everyone else!) does understand what you want. What Paul is saying is that they've made the design decision to have different levels of micro-management(or lack thereof) within the game.
You wanted "X", they have told you "Sorry, we're not going to give you "X".
How many more posts on the subject are you going to generate before you realize that you've lost this fight?
Sorry, but it seems to me from those posts that Paul is of the belief that sending my SC out on shake down cruises and setting my training % for my C47s in the rear and... <insert previous lengthy list here> are all "operational" level decisions. While trying to point my air assets at the most priority enemy TF I have been tracking for two days is too "tactical" for UV. Thus it is not in the game. :rolleyes:(Posted by Paul Vebber 01/02/2003)
IF it were a tactical game then the player would make tactical decesions like what search arcs to deploy search planes in and overseeing the tactical execution of naval air strikes.
BUT ITS NOT A TACTICAL GAME, and from your situation room in the rear, running the whole theater, you can't directly oversee that tactical execution.
(Also posted by Paul Vebber 01/02/2003)
There can be disagreement on what constitutes "operational decision making" in a few areas, but overall the game strives to put you in the role of the Three-Star back hearing the situation reports come in after planning the operation, not CAG giving tactical orders.
The whole point of the game is that if you use sound operational level planning, then more times than not your will rewarded with tactical victory, but to argue that the game doesn't allow you to make up for poor operational decisionmaking by "pulling your fat out of the fire" with tactical decisions, well you are just reaping what you sow.
If you have properly "set the table" operationally for that major fleet action, then there is no need to suddenly have to "be the CAG" to win. You have to look at what is going one from an "operational level" mindset, not a tactical one. You position yourself and gather your intelligence, THEN you take action. WHen you do that wwell in the game it rewards you with few "stupid decisions".
Sorry, but it seems to me from those posts that Paul is of the belief that sending my SC out on shake down cruises and setting my training % for my C47s in the rear and... <insert previous lengthy list here> are all "operational" level decisions. While trying to point my air assets as the most priority enemy TF I have been tracking for two days is too "tactical" for UV. Thus it is not in the game.
Originally posted by Grumbling Grogn
With all due respect: That is not what has been posted by "Matrix". How you can read that into the posts is beyond me.
I read Paul's last post. I read the quote by Mr. Heath the first time it was made and I have even quoted it myself. And that is not what it says.
I also seem to remember Paul being the one that posted:
Sorry, but it seems to me from those posts that Paul is of the belief that sending my SC out on shake down cruises and setting my training % for my C47s in the rear and... <insert previous lengthy list here> are all "operational" level decisions. While trying to point my air assets at the most priority enemy TF I have been tracking for two days is too "tactical" for UV. Thus it is not in the game. :rolleyes:
Originally posted by Paul Vebber
The game is an exellent "case study" in executing "operational art" and the one thing that is the biggest mistake in applying operational art is to think that you as the operational commander are the best positioned to make "the key tactical decision" - THAT should be made by those closest to the enemy. That is probably the hardest lesson to learn in the "real world" and the mistake most commonly "lesson re-learned".
Originally posted by Grumbling Grogn
When this games restricts me to playing only the role of this mythic person of higher command this argument will be valid.
But as long as I have to:
- Break each transport down into TFs when they arrive by the score
- Assign loads
- Assign routine supply routes
- Re-assign routes and loads after the enemy carriers chase my routine supply runs off their routes
- Set CAP % by air unit for each base for each day
- Tell my local commanders who to "Stand down"
- Tell my local commanders who to train
- Tell my local commanders how much to train my units each day they are on stand down
- Plot each SC and minesweeper in each port each day
- Tell each of my ships to refuel or not (when they do not auto refuel)
- Tell my air transport missions who to supply each day
- Tell my air transport missions not to fly until they all die and to instead take a rest once in awhile
- Tell my flight leaders what altitude to fly for every mission they run
- Tell my local commander's where to put his LRCAP
- Tell my local commanders what % and what unit to have on naval search each day for each air base/carrier (indiviual cruisers with float planes!)
- Tell my local commanders what unit and what % for CAP each day for each air base/carrier
- Tell my local commanders what unit and what % for ASW each day for each air base/carrier
- Tell my local commanders where to place his ground units by 30mile increments
- Tell my local commanders how to attack a position (?!)
- Tell my local commanders how/which transport to load each unit on to when he ships out units
- Tell my local commanders which exact target to strike (base, port, ground, airfield) with exactly which air unit each day for each air base
- Tell my individual ships down to the size of a PG/SC at sea exactly where to move each day down to the nearest 30 miles
[/list=1]
(There are more...)
As long as I have to do these things to get the best out of the AI, I would like to be able to tell my local commander that perhaps it would be a good idea if he focused his air strikes on the enemy TF that we have been tracking heading his way for two days.
Some say this is "un-historical". I should go back to deciding if my rear bases need another load of supplies or fuel or whether my SC should go on another "Shakedown Cruise" or not. That these things are much more in line with what a "strategic commander" would be dealing with. I am sorry, I can not even type that with a straight face. :rolleyes:
Originally posted by Paul Vebber
In case some missed it, David Heath wrote:
That said, as David and I both posted, that DOES NOT MEAN that we have ruled out further refinement of the AI, AND/OR the possibility of adding additional options to influence that AI. Nearly 1 in 2 think that sort of change is desireable and we hear you.
We've all read the posts and you can feel free to post but I think this argument has pretty much run its course and circled back a few times.
The bottom line is - no player controlled stikes BUT the likelihood for continued evolution of the AI and player influences on it. (Though any such change would likely be a WitP development that would be backfit to UV when that game comes out.)
We are listening and do play the game ourselves and do understand the situation. But at his point the game is pretty much what it is. WitP is the focus of attention now, and when that is ready, we will see what from it is appropriate to backfit into UV.