Posted: Wed Sep 03, 2003 11:54 pm
I knew exactly where his ships were. That's why I went into Buka. Straight after them. I also knew where his planes were.Mike_B20 wrote:Regarding Tristanjohn's posted drubbing at hands of Japanese bombers in PBEM AAR.
I really can't see anything wrong with the results.
Apparently, you sailed a surface taskforce into a hornets nest of land based aircraft and got hammered. You criticize the result as ahistorical (losing the North Carolina wouldn't have coloured your perception on this, obviously), yet Prince of Wales and Repulse had similar experiences off Singapore.
You also criticize search routines. Well, apparently your opponent was doing just fine in this area. Just out of curiosity Tristanjohn, what number of aircraft did you have in the air in the examples you cite where your own land based searches were ineffective. There was a reason that B17's were used extensively in the search role. Intelligence on enemy fleet movement is a prerequisite to intelligent asset management.
Oh, and your previous post regarding the inability of CV's to operate in coastal hexes is wrong. CV's operate at 50% ops in base hexes only (ie where there is at least a size one port of airbase). Please don't get your knickers in a twist and criticize designers and players about non-issues. You really need more experience in UV.
I don't care about getting drubbed. I don't care about losing North Carolina or the 200 points that went with her. Those are the kind of concerns you'd voice. Because all you do is play games. I care about how these things happen. The mechanics aren't accurate. They're ahistoric. That is my comcplaint.
It happened again this turn. Those same bombers at Buka performed seven spearate attacks and each and every one of them scored, one amounting to 11 hits from Vals on a CLAA. I tell you it's BS. You tell me it's a fun game.
As for search routines: yes, those are off by a large margin as well. Didn't you know that? Aren't you aware that what we get in the game bears no relation whatsoever to "search routines" in the actual war?
I'd have interest to read a list of what you do know.
Still, I guess we're both right at that. It is a fun game, no doubt. It just isn't too accurate, and any approach by players that is likely to "win" will need to be designed around the game's peculiarities and not any grasp of history or sense for actual military "operational" sense that a gamer might bring to the session.
Do you understand, I mean really understand, what my message is?
As for "non-issues": a good example of the idiocy this game gives us would be the fatigue routines. They're so out of whack it strikes me as pointless to bring it up. It's a game reality, though, and so play is demanded to revolve around this reality, regardless that the gamereality intersects real-world reality at no point.
Now can you see that, or is this nicety over your head, too?
Re B-17s: I've found yet another bug.
My more faithful readers will recall my post over in the bugs section asking why my attempt to make two large groups of B-17s by disbanding individual squadrons didn't work. Here's the kicker.
At this point in time my remaining two B-17 BS sit in Port Moresby and are happily conducting airfield attacks on Buka and Rabaul. The 28th BS has 21 planes in all (that's 9 over the game's squadron limit for B-17s) with 17 operational and 4 in for repair. The 26th BS has 19 planes (7 over the limit), 16 operational while 3 are in the shop. Both performed their missions without a hitch yesterday, I expect both to do the same today, but I won't know until my Spanish friend replies, possibly later this afternoon.
By the way, has anyone every complained to the designer (Gary, what are you doing?!?
How many times have we gone into a base and tried to list all the ships or land units and found more than could fit on one list screen? So let's say we sort by type for ships and get a list of thirty-some DDs, or want to see the APs. We pick one of something we want for a TF. So far so good. But right away the list jumps either to the top or the bottom and now we have to waste time and energy clicking the list back to where we want in order to pick our next AP or DD. How many times has that happened? How was this allowed to stand through playtest, why hasn't it been addressed by v2.30? Why do we clamor for more "features" when the game we have is not yet polished?
This is sloppy programming, though it's hardly a game-breaker in its own right. But the thing is there's lots of this and similar stuff in UV and after awhile it just gets old.