Surface Combat Sux

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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ZOOMIE1980
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RE: Surface Combat Sux

Post by ZOOMIE1980 »

ORIGINAL: Mogami
ORIGINAL: ZOOMIE1980
ORIGINAL: Mogami

Hi, I wish I had the replay. Sadly number of hits is nothing I can use to judge.
The game uses a system where ships have a number that reflects their durabilty and weapons inflict damage compared to that duribilty. Being hit hundereds of times in the super structure will not result in a ship sinking during combat. (The fires might do it in later)

Then why is this stat even bothered to be reported. When we see "shell hits", the REASONABLE game player is assuming GUN hits, not AA fire hitting a ship, not 20MM machine gun fire, but 5" MINIMUM shell hits!! If the game is reporting AA gun hits as "shell hits" then that is simply IDIOTIC!
Do I think 8x8in shells will sink a 7k AK?....Sometimes but not if they are hitting the tower and without special damage when other locations are hit. The ship will be in danger but not in the context of the length of a combat phase. Without below the water line damage the ship will remain afloat longer then that.
If you watch any air strikes against a ship you will see that once the ship sinks the following aircraft are unable to locate. In surface combat ships that sink after a round sink before the next round (change in range) if a ship is a target for more then one round of fire it means it was still floating at the start of the later phase.

Ugh!!! So here we have a game where one SNLF unit, in the same hex, but 59.5 miles away can still engage another unit as if they are co-located, but in Naval combat we making distinctions about a single shell hitting a ship's tower vs a more critical area????? And we are treating AA guns used in a surface action the same as 5", 8" and 16" shells????

What's WRONG with THAT picture???

Do not place to much into the actual animation. It reflects nothing but who is firing and what ship is the target. It shows no formation or speed or anything. You can not tell a forward ship from a rear ship. And I'm not certain all the hits are genuine.

I have never looked at the animation. I just read the combat reports. I assume all the ships in the list are known, spotted ships. I don't give a damn WHICH ship spotted WHICH ship! At the level of abstraction in a STRATEGIC operational game, it really SHOULD NOT MATTER! As far as I'm concerned two TF's in the same hex are CO-LOCATED just as two LCU's are. All this NONSENSE about this being 5,000 yard from that ship but 20,000 yards fromt he other ship is just that....NONSENSE! If I want a tactical ship to ship combat game, I'll play old Harpoon or such!

Hi, Do you read the stuff you write? Why have air to air combat, Why not just make the game resolve the entire war in 1 turn? So you've never watched the combat animation and it is hard for you to grasp that units do not sit in the middle of a hex. One side owns the hex the other side is shown in the hex but the combat is taking place on the hex side. It was just the easy way to show it. But because the hex has both units you think they are all piled on top of each other?

Actually you are demanding a more tactical model while claiming the reverse. If you don't care about the tactics why do you care about the result? The result is what impacts operations not how the model arrives at them. Are we giving you too much data?

I have a long history with hex based wargames for over 25 years. Units in hexes are almost always assumed to be co-located. It is an integral part of using the hex as a game object. So ABSOLUTLEY YES, at the STRATEGIC LEVEL of this game, I think is 100% appropriate to consider all naval forces in a hex to essentially be almost right on top of each other IN THE MIDDLE of the hex! Forces in the next hex are ALL 60 miles away in the MIDDLE of that hex. If not, then the Naval model in the game really isn't using 60 mile hexes at all but much more fine grained coordinates. LCU's damned sure are assumed, for purposes of combat, to be in the middle!

I just want results that make highlevel, abstract sense. I don't care about tower hits, magazine hits, water line hits. All I know is I have 2CL's 6DD's attacking a pack of 10 kt AK's, all in the same location, and I have spotted and identified all 6 AKs. It is PERFECT LOGICAL sense to assume that those 8 30kts ships should get a good roundrobin of reasonbly evenly dispersed hits on the big, fat, slow targets all CO-LOCATED! To get any more detailed than that is a violation of the basic abstraction level design of the game.
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mogami
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RE: Surface Combat Sux

Post by mogami »

Hi, LOL really. enemy LCU march into a hex and plop down in the center. And thats the way it has been for 25 years? Well all the games I ever played a hex belong to one player and he gains all the benifits from the hex and the other players moving into the hex only shows he is going to contest control of the hex. I don't think anyone ever before told me they were co existing at it's center.
In many games you moved your forces ontop of enemy forces to show attacks and then as you resolved combet 1 side or the other vacated. If the attacker won the defender retreated (like here) but if the attacker failed he returned to starting hex. (unlike here)
(I've been playing hex based games since 1976) (minatures before that)
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Bodhi
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RE: Surface Combat Sux

Post by Bodhi »

ORIGINAL: ZOOMIE1980
For every posted AAR, it is certainly safe to assume upward 100 or more showing similar result are NOT posted.

How can you "safely assume" that the unposted AARs will show similar results if you haven't seen them and don't even know for certain that they exist? [&:]
ORIGINAL: ZOOMIE1980
The OVERWHELMING majority of posters seem to agree


Is the criterion for validity the number of posters in a particular thread.[&:]
Bodhi
ZOOMIE1980
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RE: Surface Combat Sux

Post by ZOOMIE1980 »

ORIGINAL: Mogami

Hi, LOL really. enemy LCU march into a hex and plop down in the center. And thats the way it has been for 25 years? Well all the games I ever played a hex belong to one player and he gains all the benifits from the hex and the other players moving into the hex only shows he is going to contest control of the hex. I don't think anyone ever before told me they were co existing at it's center.
In many games you moved your forces ontop of enemy forces to show attacks and then as you resolved combet 1 side or the other vacated. If the attacker won the defender retreated (like here) but if the attacker failed he returned to starting hex. (unlike here)
(I've been playing hex based games since 1976) (minatures before that)


Uhh.. Why can an NLF unit track through jungles for five or more turns enroute to a base on the next hex, show that he's 52 mile along, and then a pursuing force decides to leave it's base and enters the next hex on the next turn enroute to the same base. The NLF show now it's 58 miles there, the pursuer shows it is only 6 miles along, but the two engage in combat as if they are on top of each other????? Explain THAT! For purposes of combat, the two are co-located! One may control the hex and get the benifits of that, but the units are STILL CO-LOCATED!!!!!!

Sorry, I;ve written combat simulations for the Pentagon that involve these very same hex based models. Units in a hex are ALWAYS assumed to be CO-LOCATED for purposes of combat resolution, in EVERY thing I have ever encounter, game or otherwise. The entire combat model is usually predicated on that fact. A HEX is the FINEST locational resolution in the game, PERIOD. Otherwise you are operating on the "Harpoon" RTS model.
ZOOMIE1980
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RE: Surface Combat Sux

Post by ZOOMIE1980 »

ORIGINAL: Bodhi
ORIGINAL: ZOOMIE1980
For every posted AAR, it is certainly safe to assume upward 100 or more showing similar result are NOT posted.

How can you "safely assume" that the unposted AARs will show similar results if you haven't seen them and don't even know for certain that they exist? [&:]
ORIGINAL: ZOOMIE1980
The OVERWHELMING majority of posters seem to agree


Is the criterion for validity the number of posters in a particular thread.[&:]

Because the posters said so! Posting AAR's is a PAIN IN THE ASS. Most don't do it. Almost ALL DON'T DO IT! But they ALL report the same general problem.

The Fact, is PAL, that the programmers AGREE that this is a problem and are going to look at. At least they see things the same way I do! Which makes sense to anyone with a brain larger than a walnut.
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Joel Billings
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RE: Surface Combat Sux

Post by Joel Billings »

ORIGINAL: ZOOMIE1980
ORIGINAL: Joel Billings
ORIGINAL: ZOOMIE1980

And the oddity is, this is probably nothing more than a minor forumula tweek to fix.

Don't be so sure about that. The formula you tweak may impact many other situations you don't want to see changed.

Sorry, Joel, I speak from complete ignorance of your code. But it seams a good deal more simple than modifying that upgrade/research thing....

You're right about that.
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ZOOMIE1980
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RE: Surface Combat Sux

Post by ZOOMIE1980 »

And BTW, I never considered that Upgrade thing to be a bug or design problem of any kind. The only error there was in communication of intent as far as I'm concerned. Once Mogami explained why it was the way it was, that was plenty good enough for me.....
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Bodhi
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RE: Surface Combat Sux

Post by Bodhi »

ORIGINAL: ZOOMIE1980
Because the posters said so! Posting AAR's is a PAIN IN THE ASS. Most don't do it. Almost ALL DON'T DO IT! But they ALL report the same general problem.

Yes but do you have any data on the users who haven't encountered this problem? Have you seen the majority of results from all WitP games? As with any perceived problem, can you be sure that the few people who post in a thread are indicative of the overall situation? Just as it may be a "pain" to post AARs, it may also be a "pain" for those who don't perceive a particular problem to post and say so.
ORIGINAL: ZOOMIE1980
The Fact, is PAL, that the programmers AGREE that this is a problem and are going to look at. At least they see things the same way I do! Which makes sense to anyone with a brain larger than a walnut.

Don't know if you're trying to insult me here, but if you are it's uncalled for and usually indicative of someone loosing an argument. [:D]
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ZOOMIE1980
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RE: Surface Combat Sux

Post by ZOOMIE1980 »

ORIGINAL: Bodhi
ORIGINAL: ZOOMIE1980
Because the posters said so! Posting AAR's is a PAIN IN THE ASS. Most don't do it. Almost ALL DON'T DO IT! But they ALL report the same general problem.

Yes but do you have any data on the users who haven't encountered this problem? Have you seen the majority of results from all WitP games? As with any perceived problem, can you be sure that the few people who post in a thread are indicative of the overall situation? Just as it may be a "pain" to post AARs, it may also be a "pain" for those who don't perceive a particular problem to post and say so.
ORIGINAL: ZOOMIE1980
The Fact, is PAL, that the programmers AGREE that this is a problem and are going to look at. At least they see things the same way I do! Which makes sense to anyone with a brain larger than a walnut.

Don't know if you're trying to insult me here, but if you are it's uncalled for and usually indicative of someone loosing an argument. [:D]

Responding to an insult with an insult, for sure. The fact is the overwhelming majority of posters in this thread feel that there is a problem with surface combat vs unescorted transport TF's. Only four or five AAR's or AAR fragments were posted, but many simply claimed they've seen the same thing REPEATEDLY. I have seen about a dozen such results since I installed the game back in early July. I posted on AAR. Most of the other didn't post a single one.

But I think it is perfectly safe to assume from the large body of posts in the thread, that very large majority of those posting here, percieve a problem. Joel Billings, a game programmer, apparently agrees that there is probably is a problem, at least with daylight engagements of this kind. Which of course means, again, those reporting a problem seem to carried the day......just as they did in the upgrade thing, the auto-victory toggle thing, the Allied ASW thing, and the AI death spiral thing......
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mogami
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RE: Surface Combat Sux

Post by mogami »

Hi, No what I think he said was that is was working as designed. (meaning it is not a bug) But they will look again and if it does not seem like too much trouble for such a minor issue they will tweek 1 part of it.

There are 13 pages of this thread. Count the actual number off posters to this 13 page thread that report a problem. Count the actual number of users that post no problem. Now tell me again what overwhelming means to you?
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ZOOMIE1980
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RE: Surface Combat Sux

Post by ZOOMIE1980 »

ORIGINAL: Mogami

Hi, No what I think he said was that is was working as designed. (meaning it is not a bug) But they will look again and if it does not seem like too much trouble for such a minor issue they will tweek 1 part of it.

I think that's all those reporting the problem want. That includes me.
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RE: Surface Combat Sux

Post by ZOOMIE1980 »

Overwhelming.....well from what i can tell you are about the only one who sees NO problem of any kind. A few others see a potential problem but not enough of one to worry much about since such engagements are rare anyway. The rest are hung up on it. What 20 or so see at least some kind of problem. 2 or 3 agree it;s no big deal (I'm actually one of those, it's broken to me, but it is something that I think will only happen a half dozen or so times in a 1500+ turn game) and then .... you ... who seems to see no problems of any kind with any aspect of this game.....
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RE: Surface Combat Sux

Post by Tankerace »

I think what they are getting at Zoomie is all people posting in this thread, problem or not, is less than 40. That is only a fraction of the at least 1,000 (or even 500) people that own WiTP. He is saying you aren't getting a good enough sample to make any conclusions as to whether it is or is not a problem. YOu have heard from only a select few people.
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ZOOMIE1980
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RE: Surface Combat Sux

Post by ZOOMIE1980 »

ORIGINAL: Tankerace

I think what they are getting at Zoomie is all people posting in this thread, problem or not, is less than 40. That is only a fraction of the at least 1,000 (or even 500) people that own WiTP. He is saying you aren't getting a good enough sample to make any conclusions as to whether it is or is not a problem. YOu have heard from only a select few people.

True, for sure. But these are the people that consider it important enough to post about it. I think is it logical to extrapolate the percentages to the overall population. I mean Gallup polls a 1000 people on the Presidential election in the US, and extrapolates that to represent almost 200,000,000 potential voters.....
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RE: Surface Combat Sux

Post by Bodhi »

ORIGINAL: Bodhi
Don't know if you're trying to insult me here, but if you are it's uncalled for and usually indicative of someone loosing an argument.
ORIGINAL: ZOOMIE1980
Responding to an insult with an insult, for sure.

Sorry don't see any insult there, only an observation that when someone starts insulting someone else it's usually a sign of a loosing argument. Besides which, is it an insult if you loose an argument? [&:]
ORIGINAL: ZOOMIE1980
Overwhelming.....well from what i can tell you are about the only one who sees NO problem of any kind. A few others see a potential problem but not enough of one to worry much about since such engagements are rare anyway. The rest are hung up on it. What 20 or so see at least some kind of problem. 2 or 3 agree it;s no big deal (I'm actually one of those, it's broken to me, but it is something that I think will only happen a half dozen or so times in a 1500+ turn game) and then .... you ... who seems to see no problems of any kind with any aspect of this game.....

Let's be generous and say that there are 30 posters in this thread that have a problem with this aspect of WitP (although I think your value of 20 may be nearer the mark). Now another assumption: WitP has sold 1,000 copies - don't know if this is reasonable or not, but when the very first patches were released via the forum, the number of downloads was soon in the 700-800s. Now, my walnut brain can't handle the calculation as it can't do decimals, but I'd hazard a guess that a small percentage of users are concerned about this issue. I just wonder how the other few hundred users view this problem. I assume your "overwhelming" was directed to the many who either don't perceive a problem, or can't be bothered to post.
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RE: Surface Combat Sux

Post by Tankerace »

Very true. But they are randomly selected. Here, you have mostly people who consider it a problem, and a few trying to defend it. Hardly an equal, random sample. It's biased.
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RE: Surface Combat Sux

Post by Tankerace »

ORIGINAL: Bodhi

Let's be generous and say that there are 30 posters in this thread that have a problem with this aspect of WitP (although I think your value of 20 may be nearer the mark). Now another assumption: WitP has sold 1,000 copies - don't know if this is reasonable or not, but when the very first patches were released via the forum, the number of downloads was soon in the 700-800s. Now, my walnut brain can't handle the calculation as it can't do decimals, but I'd hazard a guess that a small percentage of users are concerned about this issue. I just wonder how the other few hundred users view this problem. I assume your "overwhelming" was directed to the many who either don't perceive a problem, or can't be bothered to post.


If you figure 20 people, and 800 sold, that comes out to 2.5 percent who think it is a problem.
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Bodhi
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RE: Surface Combat Sux

Post by Bodhi »

ORIGINAL: ZOOMIE1980
True, for sure. But these are the people that consider it important enough to post about it. I think is it logical to extrapolate the percentages to the overall population. I mean Gallup polls a 1000 people on the Presidential election in the US, and extrapolates that to represent almost 200,000,000 potential voters.....

Yes but Gallop try very hard to get a random sampling of voters, WitP users who delight in 13 page discussions and "consider it important enough to post about" may not be typical users. So, I'm sorry even my walnut brain balks at your extrapolation.
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RE: Surface Combat Sux

Post by Bodhi »

ORIGINAL: Tankerace
If you figure 20 people, and 800 sold, that comes out to 2.5 percent who think it is a problem.

I was trying to nudge you towards 1000 copies sold as I mentioned I can't do decimals. [:D]
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RE: Surface Combat Sux

Post by Tankerace »

LOL... in that case...it comes out too.... lets see.... 2 percent even. A measley 2 percent, or 1 out of every 50 people who own the game.
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