RE: Victory Conditions discussion
Posted: Tue Jan 09, 2007 2:50 pm
I am not unwilling, it is just another thing that I consider broken.
You can tell me that it is working as intended, that in fact historically the South had an outstanding command staff and logistical staff, and this is as intended. That is fine. But, as someone who has a decent, if amateur, level of knowledge about the Civil War and the relative capabilities of the sides, in my view that is broken. I do appreciate finally getting a definitive answer though - at least now I know this isn't a bug, just poor (IMO) design.
I will admit to a bit of surprise that the intent of the feature is not to provide a higher level of granularity in unit capability, but simply to buff up the South a bit. I erronesouly thought this was another way of differentiating units, and another way for the player to manage his forces, rather than a way to make the South stronger. If that is the case, I would suggest making that clear, since it does not say that anywhere in the manual, and the tooltip for the option does not indicate that using it will result in uber unhistorical Southern staff ratings.
Similar to disease - read any decent Civil War history. The number of times you see a particular army in normal conditions made combat inoperational because in one slice of operational time some 25% of it is wiped out by disease is zero, as far as I know. Much less having the operational readiness of the force completely destroyed (represented by disposition going straight into the toilet when disease breaks out). Again, that might be a design decision, and working as intended, but it doesn't represent anything that actually happened. The disease model appears to me to be driven by a simplistic modelling of the oft-cited disease casualty rates, without much thought about how disease actually impacted Civil War era combat formations. But this is old ground.
Playing with it off is not as historical as playing with it on if it were realistically implemented, but playing with it off IS more historical than having ONE army of two facing each other suddenly made combat ineffective by disease. However, this is actually a fine example of how simply flipping options around is a poor solution. Turning off disease is fine, but we quickly realized that this now made camps too powerful, since the game was likely designed to ahve some level of replacements needed to try to keep up with disease losses. Turn off disease, suddenly armies are TOO strong. Of course, the answer to this is to tone down camps, but maybe THAT will have some other unintended consequence. Ad naseum.
Tweaking the optional settings can certainly be done, but I think significant deviations from the abse involve lots of unforseen issues. And when a PBEM games takes an investment of amny hours, only to find that halfway through the game it has to be abandoned, or is out of kilter because you didn't forsee everything, it makes for a poor gaming experience.
Better to have the default settings properly balanced to begin with. And I don't think that expectation is unreasonable.
You can tell me that it is working as intended, that in fact historically the South had an outstanding command staff and logistical staff, and this is as intended. That is fine. But, as someone who has a decent, if amateur, level of knowledge about the Civil War and the relative capabilities of the sides, in my view that is broken. I do appreciate finally getting a definitive answer though - at least now I know this isn't a bug, just poor (IMO) design.
I will admit to a bit of surprise that the intent of the feature is not to provide a higher level of granularity in unit capability, but simply to buff up the South a bit. I erronesouly thought this was another way of differentiating units, and another way for the player to manage his forces, rather than a way to make the South stronger. If that is the case, I would suggest making that clear, since it does not say that anywhere in the manual, and the tooltip for the option does not indicate that using it will result in uber unhistorical Southern staff ratings.
Similar to disease - read any decent Civil War history. The number of times you see a particular army in normal conditions made combat inoperational because in one slice of operational time some 25% of it is wiped out by disease is zero, as far as I know. Much less having the operational readiness of the force completely destroyed (represented by disposition going straight into the toilet when disease breaks out). Again, that might be a design decision, and working as intended, but it doesn't represent anything that actually happened. The disease model appears to me to be driven by a simplistic modelling of the oft-cited disease casualty rates, without much thought about how disease actually impacted Civil War era combat formations. But this is old ground.
Playing with it off is not as historical as playing with it on if it were realistically implemented, but playing with it off IS more historical than having ONE army of two facing each other suddenly made combat ineffective by disease. However, this is actually a fine example of how simply flipping options around is a poor solution. Turning off disease is fine, but we quickly realized that this now made camps too powerful, since the game was likely designed to ahve some level of replacements needed to try to keep up with disease losses. Turn off disease, suddenly armies are TOO strong. Of course, the answer to this is to tone down camps, but maybe THAT will have some other unintended consequence. Ad naseum.
Tweaking the optional settings can certainly be done, but I think significant deviations from the abse involve lots of unforseen issues. And when a PBEM games takes an investment of amny hours, only to find that halfway through the game it has to be abandoned, or is out of kilter because you didn't forsee everything, it makes for a poor gaming experience.
Better to have the default settings properly balanced to begin with. And I don't think that expectation is unreasonable.