The return of tristanjohn

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

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moses
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RE: The return of tristanjohn

Post by moses »

ORIGINAL: Mr.Frag

moses, you are preaching to someone who refuses to play the game as Japan ... kinda pointless [:D]

Just trying to point things in the right direction. If you want to demonstrate that Japanese supply is 'broken' globally then you don't test the Dec 7 scenario.

He should play a late 43 early 44 scenario. If Japanese total supply is rising from Jan 44 to say Mar 44 then I'd say there may be a problem.

If it is rising from Dec 41 to June 42 it means nothing except to show that things are as they should be.


As is I see no evidence that there is a problem with global supply. Ease of moving supply about might be an area where things can be improved. There are also issues of local supply that might be improved. None are earthshattering but some of his ideas might be valuable if the focus were on making improvements as opposed to "fixing a completely broken system".
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RE: The return of tristanjohn

Post by Nikademus »

look on the bright side Kid...you got Ron to edit out his latest potshots in his 2nd last post. [;)]
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RE: The return of tristanjohn

Post by Mr.Frag »

Shall we seat you in the smoking or smoldering section

Ain't that the truth [:D]
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RE: The return of tristanjohn

Post by Tristanjohn »

ORIGINAL: moses

ORIGINAL: Mr.Frag

moses, you are preaching to someone who refuses to play the game as Japan ... kinda pointless [:D]

Just trying to point things in the right direction. If you want to demonstrate that Japanese supply is 'broken' globally then you don't test the Dec 7 scenario.

He should play a late 43 early 44 scenario. If Japanese total supply is rising from Jan 44 to say Mar 44 then I'd say there may be a problem.

If it is rising from Dec 41 to June 42 it means nothing except to show that things are as they should be.


As is I see no evidence that there is a problem with global supply. Ease of moving supply about might be an area where things can be improved. There are also issues of local supply that might be improved. None are earthshattering but some of his ideas might be valuable if the focus were on making improvements as opposed to "fixing a completely broken system".

The problem isn't a "broken system" when it comes to supplies but rather a system that was poorly (make that very poorly) conceived. As Kid points out, this is a design issue--and a major one--not a bug. There are plenty of the latter, too, but that's a different matter.

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RE: The return of tristanjohn

Post by Speedysteve »

Howz the design document coming along?
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RE: The return of tristanjohn

Post by moses »

I'm just pointing out that "global" supply, by which I mean the total amount of supply existing on the map at any one time, is probably not a problem. It is a red hering which halts any attempts to discuss, much less fix, actual potential problems.

The ease with which both sides can move supply about the map is an issue which gives a less then historical feel to the game. The ability to instantly convert supply into anything needed at a specific location also gives rise to issues which might profitably be addressed.

Many possible changes have been discussed to improve supply. These are generally lost in the noise of those who are intent on demonstrating that the game is "broken" or "worthless".
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RE: The return of tristanjohn

Post by Ron Saueracker »

ORIGINAL: Kid

I must admit I made my post before reading the majority of the thread. It was the posts blasting the game, beta testers and the developers that I was responding to. I'm all for constructive debate on improving the game but I take great exception to calling game improvements bugs. If the code worked as designed but the outcome is not historically correct, it is not a bug but a design issue.

I'm therefore assuming I'm not the focus of your comment, as I'm clearly concerned with design issues. Bugs are known and are being worked on we are told. I'm just advocating a couple tweaks to alleviate some issues revealed through a few years of play.
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RE: The return of tristanjohn

Post by Ron Saueracker »

ORIGINAL: Mr.Frag

moses, you are preaching to someone who refuses to play the game as Japan ... kinda pointless [:D]

Not at all, but the issue has as much to do with the Allies as it does Japan, and it would be extremely redundant and difficult to do the excellent job AmiralLaurent and Pomphat are. On top of this, they are using the stock scenario which is so dear to your hearts regarding this despite the fact that the issue has nothing to do with which scenario is played.
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RE: The return of tristanjohn

Post by Nikademus »

Frag, will you please put this thread out of our misery?
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RE: The return of tristanjohn

Post by Speedysteve »

You mean TJ isn't going to post his design document here?
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RE: The return of tristanjohn

Post by Nikademus »

maybe after hell freezes over.
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RE: The return of tristanjohn

Post by Speedysteve »

I'm shocked [X(]
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RE: The return of tristanjohn

Post by Tristanjohn »

ORIGINAL: Speedy

Howz the design document coming along?

If you mean "Howz the design document that Ray will actually pay one red cent for coming along?" then the answer is it isn't coming along at all. If you actually are concerned (which I strongly doubt) with a more intelligent game-system design, ideas for same abound on these boards, both in the general forum and over on the "Scenario Design / Game Editor" board. And for what it's worth, I've offered more than my fair share of good ideas along that line.

Now, if you please, allow me ask you a question. How does it feel to be the sort of guy who goes innocuously through his life never daring to make waves, but always ever watchful of everything he says just in case it might irritate the "majority" or the "power structure" someway somewhere somehow for some unknown inexplicable reason to some unspecified extent, and as an end total result of this otherwise deadman behavior never improves a thing, to include his own mind?
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RE: The return of tristanjohn

Post by Speedysteve »

ORIGINAL: Tristanjohn

Now, if you please, allow me ask you a question. How does it feel to be the sort of guy who goes innocuously through his life never daring to make waves, but always ever watchful of everything he says just in case it might irritate the "majority" or the "power structure" someway somewhere somehow for some unknown inexplicable reason to some unspecified extent, and as an end total result of this otherwise deadman behavior never improves a thing, to include his own mind?
[:D]

Interesting comments thanks. In your logic since I generally like the game and the majority of things about it that means I all of a sudden have the inability to 'make waves'. In your logic I would have to make a fuss for fuss making sake to be a 'wave maker'. There are things I would like changed for sure. Nothing is perfect in life. I truly wish I was as big a mover as you are TJ....I really do......aspire....to be....someone....like..... you

P.S. Strange that considering i'm a tester for the future Matrix Games release of BoB/BTR. Uh oh. Gonna be trouble now since I don't like to rock the boat [8|]
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RE: The return of tristanjohn

Post by Mr.Frag »

If you mean "Howz the design document that Ray will actually pay one red cent for coming along?" then the answer is it isn't coming along at all.

[:D]

I offered to pony up 60,000 dollars to pay for the coding of WitP II ... Now, I have to retract that offer and make it 56,000 [;)]

My god are them AMD FX60's expensive, but you know, boys and their toys ... the sheer fact that I would build a FX60 system should clearly show how little I care about money cause it is really a total waste of money [:D]
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RE: The return of tristanjohn

Post by Ron Saueracker »

ORIGINAL: Nikademus

look on the bright side Kid...you got Ron to edit out his latest potshots in his 2nd last post. [;)]

Ahh no, I edited that simply because I thought they might be taken as such, not that they were potshots anyway, but observations which I will repost since you took them that way anyway. I had written that it was interesting to note that while all this hollering for TJ and I to play as Japan (the put up or shut up nonsense because the issue I describe applies to both Japanjese and Allied players) there was a perfectly good AAR already running and was not brought to the attention of those taking part in this discussion (I had not seen this AAR until Scott, 2ndACR advised me that if I had any questions on number crunching the Japanese production system to ask an expert like AmiralLaurent) . And I further wrote, it was even more interesting to note that there was very little comment in this AAR by the staunch advocates to maintain the status quo of the current supply model. Why is that?
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RE: The return of tristanjohn

Post by Tristanjohn »

ORIGINAL: moses

I'm just pointing out that "global" supply, by which I mean the total amount of supply existing on the map at any one time, is probably not a problem. It is a red hering which halts any attempts to discuss, much less fix, actual potential problems.

The ease with which both sides can move supply about the map is an issue which gives a less then historical feel to the game. The ability to instantly convert supply into anything needed at a specific location also gives rise to issues which might profitably be addressed.

Many possible changes have been discussed to improve supply. These are generally lost in the noise of those who are intent on demonstrating that the game is "broken" or "worthless".

Well, taking it from the bottom up . . . the game as published was simply riddled with bugs. That's for openers. As far as I know it's still riddled with bugs, but as I haven't played it for half a year I could be wrong about that--I don't believe I'm wrong about that, but it's just possible. [8|]

As for the game design itself: it's so piss poor when it comes to the logistics side of matters that I'm almost without words to describe my disappointment. The war in the PTO was all about "supply" in all it various forms, quantities, nuances, distributions and the difficulty to get it where it was needed when it was needed in sufficient quantity. The game system as published does not address this reality in any manner, shape or form that I am aware of. But. If you disagree with that summation, please feel free to correct me specifically where I have that wrong somehow. I'm always willing to learn.

And it's a "red herring" to complain about too much "supply" sitting for free here, there or the next place?

I laugh (to myself) whenever Russ tries to talk around these little problems with his assertion that the game is really just a strategic treatment of the war, and so these "details" are unimportant to play. Which is, of course, exactly backward. Were the game strictly a strategic treatment of events then LOGISTICS would be the one thing that would need to be designed correctly if the game had any hope whatsoever to function convincingly. About the best example I could offer of the other extreme end of that game-design scale would be a strictly tactical system, like Squad Leader, say, where "supply" might be abstracted, or even done away with completely, and still offer reasonably intelligent play. But the farther back you step, and smaller the map scale becomes, then the more largely looms the spectre of all things logistics.

This is most especially the case in a game on the Pacific Theater of Operations, where, on the one hand, Japan needed to get basically everything it needed for survival somewhere else, ship that back to Japan, convert that into war stuff (this requires time, by the way--a supply point doesn't automatically convert into an artillery round the moment it's off-loaded), then further ship that war stuff to the military at the front; whereas the Allies, who already had what they basically needed, were required to ship everything needed by its collective military merely from somewhere--mostly America--to its forces at the front, with the vast majority of this war stuff transported on ships, but the logistical effort made by the Allies outstripped Japan's by at least two orders of magnitude, both in terms of size of the effort and the technical expertise shown to overcome the many real problems this overall operation entailed.

A dumbed-down logistics model in that kind of scenario equates into saccharine play automatically, strips the design of any possible meaningful relevance to World War II in the Pacific. In short, it doesn't work because it couldn't work because it ignores the obvious. Everyone knows (except the Japanese fanboys) that once the Allies get what they need where it's needed and begin to fight the Japanese, then the war will begin to wind down. That's because once that happens the equation has been reduced to one of simple attrition, a case where the Japanese are screwed. All of this is what's called a "given" or "truism." The fun part should be to try and correctly manage that logistics effort, for either side. That's where the real meat of play is. The rest (combat strategy) is no more than a mechanical exercise in, again . . . attrition warfare.

Now, should someone try to counter that with, "But wait a minute, I'm only interested in the fighting aspects of play, I don't care about the detail of supply," then I would be forced to point out that all three combat models also happen to be fried. In fact, I'm not sure in which area the game falls down worse in, logistics, which is patently hopeless, or the three combat models. You tell me. Which works "best" for you?

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RE: The return of tristanjohn

Post by Mr.Frag »

Not to comment on player skill, but is this not the AAR where a 50+ ship task force was running around without any escorts?

That is a very good example of how players can break anything no matter what you code.

Wouldn't it be interesting if you couldn't form a task force without assigning proper sized escorts to it? (WitP II feature list addition - write it down TJ!)
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RE: The return of tristanjohn

Post by Tristanjohn »

ORIGINAL: Mr.Frag
If you mean "Howz the design document that Ray will actually pay one red cent for coming along?" then the answer is it isn't coming along at all.

[:D]

I offered to pony up 60,000 dollars to pay for the coding of WitP II ... Now, I have to retract that offer and make it 56,000 [;)]

My god are them AMD FX60's expensive, but you know, boys and their toys ... the sheer fact that I would build a FX60 system should clearly show how little I care about money cause it is really a total waste of money [:D]

It's always good to have a little in reserve, but over and above that I'm a "can't take it with you" guy at heart.

My computer system will stand an upgrade one of these days. I don't even have a DVD drive!
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RE: The return of tristanjohn

Post by Tristanjohn »

ORIGINAL: Speedy

ORIGINAL: Tristanjohn

Now, if you please, allow me ask you a question. How does it feel to be the sort of guy who goes innocuously through his life never daring to make waves, but always ever watchful of everything he says just in case it might irritate the "majority" or the "power structure" someway somewhere somehow for some unknown inexplicable reason to some unspecified extent, and as an end total result of this otherwise deadman behavior never improves a thing, to include his own mind?
[:D]

Interesting comments thanks. In your logic since I generally like the game and the majority of things about it that means I all of a sudden have the inability to 'make waves'. In your logic I would have to make a fuss for fuss making sake to be a 'wave maker'. There are things I would like changed for sure. Nothing is perfect in life. I truly wish I was as big a mover as you are TJ....I really do......aspire....to be....someone....like..... you

P.S. Strange that considering i'm a tester for the future Matrix Games release of BoB/BTR. Uh oh. Gonna be trouble now since I don't like to rock the boat [8|]

You're a tester. What's so strange about that? I'd say you're just the guy Matrix is looking for.

Regarding Frank Jack Fletcher: They should have named an oiler after him instead. -- Irrelevant
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