Page 2 of 2

RE: Objectives

Posted: Mon Feb 03, 2014 7:48 pm
by Chisai
Hi Guys, I created a quick scenario based on this thread. It's quick and dirty but if you want to play it, email me at chisaidigital@gmail.com and I'll send it to you. Robert

RE: Objectives

Posted: Tue Feb 04, 2014 2:15 am
by Tazak
ORIGINAL: Skyhigh
ORIGINAL: Werewolf1326


Very cogent suggestion.
I would add that geographicly important VP locations that do not take into account control of the location are gamey as hell. I hate that - gaming the system that is. Like running up the side of a map so the AI or even human opponent only gets a shot at one side of a vehicle (combat mission anyone?), holding a hex for the last turn of a game and winning even though the hex is surrounded by enemy units and its one turn away from being taken back, units that fight to the last man as a cohesive organization, and the list goes on and on and on and on and on and on.

The above is perfectly acceptable for a game. It, IMO, is not acceptable at all for a simulation or even a serious game.

But then victory is subjective and measuring a subjective attribute objectively can be - difficult.

Come on, it is perfectly acceptable for a simulation. In real life there's points awarded as well to holding certain key positions - only in that case they talk of "You'd better hold that position son or you will have a one way ticket to the Gulag" as opposed to "nah would be nice if you can occupy that crossroad but if not, it's just a demotion and not the Gulag". So one is more important than the other and that's why certain VPs have a higher value than others.

And as far as I know these scenarios hardly ever end on turns but more by one of the 2 belligerents suffering so many losses they have to retreat and reorganize.
At that point the "gamulation" looks at the VPs you hold and at the losses. So if you hold a VP whilst surrounded by the enemy - thats fine because they are retreating so you have all rights to that VP.
If you are the one retreating, well you get some kudos for being on that VP but you suffered so much that I doubt you will score a victory in that scenario.

And another thing - there's talk here about holding a VP whilst not holding the high ground next to it. Well as far as I know, in this gamulation, if I have this situation I get my ass kicked from the VP so I'd better make sure I get the high ground as well! Of course you go for the high ground. Flashpoint requires you to do so.
Again, if you hold a VP and the enemy has suffered so many losses, they will also retreat from that high ground. So again you have the right to that position.

I think we should wait to see what the changes to sudden death have on game play, hopefully it sorts out the last minute VL grab tactic that is gamey. The only times in scenarios that I've played where you can get away with only holding the VL is when its located in a near blind spot, and the AI does have a habit of plastering recently captured VL with arty incase a player is slow in moving forces off VL's. When defending the AI does seem to only hold within a few hexes rather than take full advantage of the terrain but that can be addressed in the long term.

RE: Objectives

Posted: Tue Feb 04, 2014 6:57 am
by daferg
I always seem to get confused on posting in a thread. This is not a reply to anyone but just my thoughts.

I know I am the new guy here but thought I'd post my thoughts. Speaking in terms of game mechanics, I think the VP system works fine as it is. I think if changes were made to the system it would be met with critics. Currently the VPs are located on key road junctions, bridges, and towns. I play the game like a chess match: I assign each chess piece a point value. If you take my queen worth 10 points but it cost you 20 points to do it I will chalk it up to a win. I will defend a 500 point bridge as long as I keep the score in my favor.

This game focuses on a very small corner of a much larger battle. Bridges and crossroads are essential for a Pact advance. Objectives for NATO will change as the war goes on. The initial objectives will be to slow the enemy advance while later objectives will focus on stopping the advance. The Pact force objectives will remain the same throughout and it will be to drive west until they reach France or the Atlantic Ocean. The Pact forces need bridges to advance and NATO forces need bridges to slow or stop their advance. In short, I think the VP system works fine as it is for a human vs AI opponent.