Pro-USN Bias (cont'd)
Posted: Mon Aug 25, 2003 12:24 am
I wasn't singling you out, TIMJOT, in my response to Mogami, rather wished to reference all threads on this board which brush the same topic.Originally posted by Tristanjohn
I keep hearing this refrain of "Yeah, they're a bit too effective early on . . but just wait until Allied flak gears up," or words to that effect. And I'm moved to ask: so what? The point is they're too effective
Originally posted by TIMJOT
Actually, I didn't say they were "TOO" effective, just that they were very effective. Regardless AA upgrades are relevent when making historical comparisons for obvious reasons. If you are sailing into Lunga Roads with nothing more than 1" and 50cal AA then you can reasonably expect Kuantan-esque like results.
Anyway, Japanese air power in this game is too effective. Anyone who denies that either isn't familiar with the history or would argue against this reality in pursuit of some other agenda.
The response that, "Sure, but later on the USN becomes dominant so it all evens out" doesn't wash for the reason that this "swing" affects not the early Japanese advantage which, historically, that country only enjoyed in the very first days of the war against totally unprepared Allied air assets sending up (in all too many cases) hopelessly obsolete equipment (e.g., Whirraways, Brewster Buffaloes) flown by (to a large degree) inexperienced and demoralized Allied crews.
After America (mostly the USN) pulled itself together, this initial advantage which Japan enjoyed in the air started to evaporate; by the time of Operation Watchtower the scenario looked quite a bit more like an even fight, to judge from history. And this swing in favor of the Allies gained momentum as tactics were quickly devised to get the most out of the airplane equipment we then had to work with.
I don't say the F4F-3 (or even the improved -4) was on a par with the Zero in all respects. It was not. This stubby little Grumman airplane was, however, a very sturdy piece of equipment and proved to be, in its own right, a deadly weapons platform in the air when handled properly. This proper handling was learned fast by American pilots, and combined with knowledge gained in combat of the deficiencies of "Zekes" this led directly to more and more head-to-head success, until the kill rate by early 1943 began to approach 2:1 in favor of Allied air assets.
That's just speaking to the fighter squadrons. Allied bombers, medium and heavy, were at all times head and shoulders superior to what was flown by Japan (well, Japan didn't really have a heavy bomber). They were better armed (did you know that in the entire war more enemy fighter planes, in all theaters, were accounted for by B-17s than by any other weapons platform?), much better constructed and by and large carried heavier payloads, with the capacity to hit their targets (land targets with level bombers in mind) at a much higher rate (there's irony here insofar during the war American optics in general were mediocre yet the Norden bombsight proved to be the best of all--and went a long way in our defeat of both Germany and Japan).
My point's simple enough: Japanese air power in this game is off to a degree that hints at either 1) outright bias on the part of the designers (to make a better, more playable game?), 2) a certain misappreciation of this particular history and/or 3) inability on the part of the development team to get it right (assuming historical awareness on anyone's part to begin with).
Tristanjohn, I think I may have ask you this before, but have you every tried playing as the Japanese?
Only versus the AI. All of my PBEM opponents thus far have opted to play Japan.
I find it curious (though just a little curious
Right.
And yes, I understand these players are looking for a "balanced" game. (Why, I do not know. A person might suppose that someone who buys into an historical simulation in the first place is interested in the history of the game's subject. Sure, "what-ifs" are valid, but what I see at work here is almost like taking a game about Waterloo and stripping Wellington of any possible reinforcement from the Prussians while bucking up the French side to the tune of some phantom extra corps or two. What's the point to that?)
Moving right along: what's your point re whether or not I play the Japanese side or not? That somehow I don't "get it" or can't "see" what's actually going on in the system? In point of fact when I play Japan versus the computer I mostly enjoy the same advantages versus the Allies as do my PBEM opponents when they play me. The system doesn't change just because one side plays Japan and one plays the Allies. The system is absolute. And absolutely wrong in many areas.
Just mentioning it.I haven't bothered to mention this because I cringe when I do so, but if Brisbane is a 9-level port in the UV scale of things then I'd venture to say Noumea would represent something on the order of .1
I wouldn't get too bent out of shape about this. Its a simply a function of the limited map. The game needs supply points. Noumea has been deemed a supply point. So it needs to be a port size to reflect this. Just chalk it up to one of those game scale/mechanics compromises that we will not have to deal with in WitP.
I agree though that its far too easy to build up ports in UV, but this is generally a biased in favor of the allies with their super Eng. units. I am hoping this super base building ability gets toned down in WitP. The whole pacific strategy centered on securing the relative limited number of sites that could sustain a large fleet anchorage.
I don't understand what you mean when you say "limited map." No matter the scale of the map no way Jose these relative port levels make sense in the real world.
I agree the building module ought to be revisited by the programmers/developers. This game revolves to a large extent around logistic concerns and base construction and support impacts that heavily. Still, I doubt any of this will be changed much. Such is life.
Mostly I don't see this aspect of the simulation biased in favor of the Allies, though I suppose it could be in a given scenario insofar as the Allies have more and better engineer units. If so, a constraint on any such abuse (with WitP in mind) would come in the form of strategic necessity (certain projects will become apparent as the game moves forward and even the Allies can't build large bases everywhere, keep them properly supplied and garrisoned and push on toward their ultimate goal, which is always home islands of Japan.
I do find it a shame that with so many details extant the developers couldn't get it right when it comes to sites like Mieta and Nevea (just for example--there are others). The system is so generic in some respects that it fails to function correctly at all on certains spots of the map. Taken in isolation none of this is a game breaker, but it adds up over time (which is likely where you sense a bias in favor of the Allies).
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