Something that in the end the designers are going to need to
face up to is that at least 50% of the people who bought UNCOMMON VALOR are upset to some extant over the control
(or lack of it) they have over naval air strikes. In a market as
small as "Historical Wargamers", that's a big section of your market for any additional games using this system to be telling
to "kiss off". Whatever the designers feelings on the matter, if
they want to SELL games, then customers have to want to buy
and play them. Real success is in being able to use the same
basic "engine" to drive several games on the general subject.
That eliminates a large portion of the design budget which can
hopelully show up as profits.
UNCOMMON VALOR is without a doubt the most uncommonly
ellegant system yet for dealing with the kind of "Air-Land-Sea"
Campaigns that made up a significant portion of the Second
World War. It cries out for additional titles, both in the Pacific
and the Med. But if half of the purchassers are totally frustraited
by the "naval strike" results (or lack thereof), then the designers
need to address those concerns (whether they agree with them or not) or face the very real possibility that they have reduced
the market for any future titles by HALF. Frustration people can
get in daily life---they don't need to go out and buy it.
[snip]
Looking for the 50% that Mike Scholl recently referenced in a post to the "Another reason why we should be able to set air mission targets ourselves." thread.
I personally do not think more control is necessary, only that possibly a targeting priority could be used.



