This is actually the basic concept behind PacWar's victory system. It was ok, but really is not a driving force to do anything but to kill enemy troops. Although killing the enemy is an objective, it is an objective really pressed by the US in Vientam. Capturing and defending territory was a very powerful influence in the Pacific War, but is not represented in a game that deals with absolute values of territory and combat losses to determine who wins.Originally posted by byron13
Jeremy:
The conversation on this thread may have run well past my comments on victory conditions, but I want to respond anyway.
Again, my version of the victory conditions assume the objectives of each side are to (i) force the enemy to surrender and (ii) at the least cost to one's own forces. The U.S. should force Japan to surrender - naturally. Who wins is based on (i) how long it takes America to win and (ii) the casualties suffered on each side. Forcing a surrender in August 45 with historical casualties on each side results in a draw. Winning in a shorter time provides more points for the U.S.; winning in a longer time provides points to the Japanese.
Balanced against time are casualties. The difference between my idea and the normal model is that, rather than earning points by destroying the enemy, you lose points by taking casualties. If the U.S. wins in August 45 but suffers 20,000 more casualties, it will lose unless the Japanese has suffered X casualties more than was historical.
For the U.S., this is a historical balance. If you can win and not take casualties, that's smart, and you might try, say, island hopping to take territory and reduce casualties. The Japanese didn't historically have the same kind of concern for casualties, so call reducing casualties a victory for the post war economy.
But who cares? Matrix is going to do its thing. I just don't want to lose victory points because the computer asked me to take Bora Bora when that doesn't fit my strategic plan to take Los Angeles.
Realistically, the US was more sensitive to casualties then the Japanese, but this sensitivity is really overblown by history. The US military was very willing to invade the Japanese Home Islands, which would have made WWII the bloodiest war the US participated in (beating out the US Civil War). Had the Atomic Bomb not have been built, Operation Coronet would have taken place, without much complaint from the US population. It is not the casualties that the US public dislikes, it is casulaties for a war without a cause (Korea had about as many casualties as Vietnam, in a much shorter timeframe as well, but there was little opposition to Korea as it had a defined mission). Including this into the game will just be an incorrorect way in giving Japan a way to win.
Possibly this is a way in determining the victor in the game, but I feel that casualties will mainly increase timid fighting, particularly on the side of the United States. The US will attack, but will wait until they have overwhelming superiority, as most of them would do in PacWar. Also, once Japan loses their ability to really harm the USN, then what is the point about trying to win when casualty points is all that matters? Invariably, wherever the Allies attack (as they historically did), they will have overwhelming firepower, and casualties will always be in their favour.
Really, without something beyond territory and casulaty VP's the game will never be played out to its fullest, as who would want to play a game where you know you are going to lose anyway? It is very hard as the Japanese to inflict casualties on the Allies after 1944. Allied quality and quantity really knocks Japan to the floor. You will really just end up with a bunch of games that are won in 1942, and neither player finishes the game, as it is already a foregone conclusion once all of the Japanese Carriers are sunk.
This is the main problem that I have found in 8 years of playing Pacific War. Most games are called at around January 1943, when realistically Japan could hang on until 1945, but would still lose. With just casualty and territory points, the game is very simple in how you win, and if done correctly, will have the US doing it all the time.
Also, many people don't seem to understand the missions. YOU DON'T HAVE TO DO THEM, you would just get extra points beyond casualties and territory if you did do them. You can just go to LA if you want, and be thrown into the sea, ignoring Bora Bora. It is not to say that you must do these things, but doing them will help you win, while not doing them won't help you lose, it will just make it tougher.
Without these missions, you will always end up with people doing things that cannot be done historically. You could not withdraw US forces from the Philippines in 1942, nor stop reinforcint Singapore. But with a system of victory JUST on territory and casualties will in fact work toward this totally unrealistic way in fighting. You will never commit troops if there is a good chance they are defeated, but historically THEY WERE OUT OF NECESSITY. How do you represent this? Give the player a reason to be 'wreckless' with their troops. Casualties and territory VP will just not do it, especially in a theatre as large as the Pacific.
Basically, what I would like to see for WitP is a series of UV games combined into one game. In UV you are given victory objectives due on a specific time. This is what WitP should be like, where you are given theatre objectives, and gain VP's for achieving them. Without this, there is no reason for you to play the game to its conclusion, nor would you want to risk any of your men or ships in the first 6 months of the war.


