Mogami wrote:Game Model: How should model be changed?
It needs to be gutted, thought out again, conceived over completely and from scratch. The "model" we have is fundamentally
Pacific War warmed over with more "detail." At its core
UV (and one could only suppose
WitP within the fullness of time) remains unchanged from that simulation design failure insofar as its model, too, was formulated from bogus premise and what appears to the designer's pro-Japanese bias (presumably to demonstrate a fruitless point along those lines that only he and other pro-Axis apologists could possibly share and/or provide a more "balanced game experience") to such an extent that the "simulation" now stands crippled, riddled with misleading data and conflicting system mechanics which render almost everything the player touches in the context of the collective model dynamic an utter misdirection of effort.
It is almost impossible to consider any individual part or portion of this model and arrive at the conclusion that it's been well thought-out or even approached intelligently in the beginning. My impression is that little effort was ever made (way back when) to arrive at a clear understanding of the overall picture of what the fight in the South Pacific was actually about in terms of greater war potentials which the two main countries involved brought to the conflict.
In a nutshell, and painting with a farmer's barn brush, this is how it went: the United States spotted Japan its early build-up of military and even let it stockpile a modest supply of war materiel
purchased in the Uniterd States until pulling the plug on that pipeline, spotted the Japanese Pearl Harbor and the Philippines and the Dutch East Indies and New Guinea and the Solomons and the "threat" to Australia and New Zealand . . . and then, finally, moved itself to sit down at the war table with a reasonably serious game face on and, within the space of six months, had violently checked Japanese progress to the south and east, within a year had assumed the strategic initiative, within 18 months was waxing the floor with these crazed Orientals, and please keep in mind all this happened while the United States committed only some 20% of its aggregate war potential to the Pacific region.
In spite of Gary's flawed (because it is confused) thinking on the subject as a whole the Allies in general were not demoralized and certainly the American young men sent into the Pacific theater did not arrive "fatigued" and with "low morale" operating "inferior equipment." The United States Navy was in need of a thorough overall, that much is true, but even there the model doesn't get it right and for basically the same reason it doesn't get anything else right either: when you go to make a model you need to be clear on not only
what you want it to look like but just as importantly
why it's supposed to look that way, and Gary after all these years hasn't figured that out. Or, if he has, then it's simply a case of his pro-Japanese bias and/or desire to have a "good game" of it.
The bottom line remains the same:
UV is a classically poor simulation of its subject, and unless a drastic change of attitude is assumed on the part of the game's design team
WitP is going to be published in the same lamentable state.
WITP already has reduced fatigue compared to UV. What factors need to be included/removed.
How can model allow either side success if opposing side mishandled.
The first "factor" which needs to be removed from the catchall of "fatigue" with the air model in mind is its tortured "wedding" to the mechanical condition of aircraft. How could anyone seriously present pilot fatigue and morale as having anything whatsoever to do with, say, the total hours of flight time accumulated by aircraft engines? This is ludicrous on its face. I'm not even convinced there isn't a "switch" in there that's thrown differntly for the Japanese than the Allies when it comes to fatigue. I've described what I see ingame from my opponents, sending continuous flights of sweeping fighters and bombers from Kavieng and Rabaul in attacks over PM and Gili Gili, turn after turn, two flights per turn, for weeks on end. What's going on? Does anyone in this forum believe the Japanese had any such abilities? This is pure fantasy.
But it gets worse. No effort to intelligently present this mistaken (and impossible) synergy was made, and so, just for example, in a PBEM turn just completed by me this morning I witnessed a section of Seagulls come onto the board with a CA attached to the
Wasp TF rated at 0 fatigue, 35 morale and 60 experience. After transferring this group from its CA to the port of Noumea the group stood at
19/35/60.
Now I don't know what this squadron's experience rating ought to be, though I suppose it might in game terms be well above 60 as the
Wasp was not a new ship fresh out of the Brooklyn Navy Yard. While it could be that the scenario designer did some deep research and discovered these pilots were all new, I strongly doubt it. I see no other evidence of "deep research" within the game. Getting around that, however, why was this nonsense of having planes in port accrue 19 points of "fatigue" simply transferring from ship to shore allowed to stand with the publication of
UV? What could a mechanic that idiotic, that dysfunctional, that simplistic on its face, hope to model from the real world?
Hello? Anybody in there?
I have to assume that through these and similar childlike means the designer hoped to impart to the average gamer a sense for
his sense for the "operational friction of war," or some such malarkey. I tell you it's phoney as a three-dollar bill.
How would normal ratios for
Japan versus Singapore area
Japan versus PI area
Japan versus Java area
compare to Japan versus pre Watchtower aircombat in Port Moresby area.
Now you're ahead of yourself. Again. The model makes little enough sense at its base. That's the crux of the matter.
Everything subsequently consructed off that insecure foundation will automatically suffer a hit, in its own way just become part of the overall problem itself. You don't add more detail or attempt to "tweak" a poor model. You discard the mistaken model and try to build a better model, and then proceed (hopefully with better success) from there.
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