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How to design a better game

Posted: Wed May 18, 2005 7:17 pm
by Tristanjohn
[font="Times New Roman"]I thought I'd start a new thread on this subject as otherwise it will simply get buried over in Ray's poll on a new WitP game. My response is to Apollo's post in that thread.[/font]
          __________


ORIGINAL: Apollo11

Hi all,
ORIGINAL: Mr.Frag
Logistics is the number one thing on my list.

As you think through it, you come to the conclusion that by having logistics, it also entails expanding the concept of what a base actually is, how ships are handled, air mission frequency/repair, etc.

I agree 100% with Raymond!

Here is my old (and many times repeated - since I bever give up hope) WitP wish <SIGH>...

I know that it is very late in WitP developement but I still have hope that the below issues will be looked upon because geography and supply played huge role in how and where TFs were located in the Pacific (i.e. not every bay can be made into major harbour and not every ship one side posseses can be placed in such bay)...


#1 Ammo replenishment should be depending on port size

In current WitP we can replenish ammo of almost any ship in any port size.

IMHO it is impossible to believe that some lowly port size 3 would have, for example, 16" shells for BBs.

This should be altered to reflect historical situation and something simple could be implemented (numbers are just for example):

port size 1-3 : ammo for all guns up to 5"
port size 4-6 : ammo for all guns up to 8"
port size 7-9 : ammo for all guns


#2 Number of ships anchored should be depending on port size

In current WitP we can anchor as many ships as we want in any port size that is larger than 3.

IMHO this should be altered and something simple could be implemented (numbers are just for example):

port size 3 : MAX number of anchored ships = 10
port size 4 : MAX number of anchored ships = 15
port size 5 : MAX number of anchored ships = 25
port size 6 : MAX number of anchored ships = 50
port size 7 : MAX number of anchored ships = 75
port size 8 : MAX number of anchored ships = 100
port size 9 : MAX number of anchored ships = 150
port size 10 : MAX number of anchored ships = 200


Leo "Apollo11"

Not bad suggestions.

But with regard to port size and "anchorages": it isn't just an issue of space for actually parking hulls, but what to do with those hulls in terms of servicing them with supplies, maintenance, etc. Just for example, the lagoon at Ulithi Atoll could accomodate an enormous gross number of hulls, but it was never a port per se. I know that the 18th Special battalion was stationed there in 1944 and serviced the fleet ship-to-ship, but the amount of bulk supplies that could be transferred was limited. To what exact extent I'm not sure, but the Pacific Wrecks site gives a figure of 20,000 tons per month. You can check that out here: Ulithi

Whatever the port potential of Ulithi was, I seriously doubt that in 1943 even San Francisco could simultaneously load and unload 200 large ships efficiently. In fact I know damn well it could not. I live on the Bay and have lived here for years, and I'm telling you that even now there simply aren't that many berths and cranes and railroad facilities for ocean-going ships. Even with staged arrival schedules one can easily count at any given time any number of ships swinging idly at anchor out in the harbor waiting to be serviced. What was it like in 1943 with the press of shipping which a world war brings? Can you imagine?

(Someone might argue that the Port of San Francisco has taken a hit since World War II in terms of its harbor facilities, and to a real extent this is true. But it is not difficult to take that into consideration by counting the possible berthing stations which might have been made available 60 years ago.)

Think about this truth. The game moves too fast. The crying need is to slow the game down. Almost any change which accomplishes that must be good. A more realistic concept of "harbors" would not be a bad place to begin our game reassessment.

Also, come 1944 the USN was, incredibly enough, able to do most of the work of a medium- to good-sized harbor with modern facilities while it was at sea. That needs to be addressed as well. (Makes one wonder just what might have been accomplished at Ulithi had the Navy decided, or more to the point needed, to employ that facility more extensively.)

The game system needs to get serious about how repair yards function, and also in relation to how and why ships accumulate incidental (as opposed to combat) casualties. The approach taken presently is a joke. There are countless examples of USN warships conducting combat operations at sea for months at a time with no serious degradation to their operational capabilities. A carrier pulling into Pearl harbor with serious damage will not necessarily take months to repair. After the Coral Sea Yorktown returned to Pearl and was initially assessed a repair time of ninety days. Then someone got the good idea to give her the once-over but good. So the Navy spilled some 2,000 workers onto and into her, and lo and behold two days later this ship was able to steam out of harbor into harm's way in better shape than she'd ever seen according to reports.

Another idea: someway somehow supply needs to be more intelligently defined.

There is no sense whatsoever to imagine that the SRA or China or anywhere else on the map except the home islands can provide combat supply to the Japanese. So, at the very least there needs to be two kinds of supply. For the sake of simplicity let's call that 1) Organic Supply and 2) Combat Supply. Organic Supply (OS) might be found at almost any spot on the map. Think of OS as "food." On the other hand, CS would only be made available at limited spots on the map. Basically this would amount to the home islands for the Japanese and the west coast of the United States for the Allies (Provision would also need to be made for off-map CS coming into India for the British and limited CS at Australia-New Zealand for those Commonwealth nations.)

Huge differences exist between unrefined crude oil, fuel for ships, and aviation gasoline--and especially the latter. That needs to be addressed, too. It's true that toward the end of the war the Japanese in desperation used the crude from Brunei to fill the bunkers of some of their ships, but with unhappy consequences.

These are not mere "details" and we do not want to talk about the distinction between rice, SPAM and toilet paper.

Speaking about rice, by the way, there's a good reason the Japanese occupied the Ocean Islands. There were good deposits of phosphates there which the Japanese needed back home for fertilizer. Whether or not the game wished to get into that sort of "detail" is another question, but at the very least the Ocean Islands should be given some "resources" in order to make them an attractive prize.

There's a lot to look at. The list is almost endless, for when it comes to the study of logistics it isn't a case of merely this and that, but rather how this and that all weds happily together in the end. There is no magic to a functional supply system. There is only hard work combined with fastidious planning implemented with innovation and hardware of the trade.

In a nutsehll, one might typify the Japanese in game terms as hard workers, to be sure, and they were extremely innovative in some respects, but they lacked good planning all across the board and suffered dearly from a relative lack of competitive tools. The Allies, to begin the war (we'll just look at the Americans here in isolation, as the Pacfic theater was primarily an American show) started with better and more tools looked on as a whole, and immediately began to harness their own hard work to the production of many more and much better tools still. Planning in terms of war aims was something the Americans proved to excel at, and their bent for innovation took a backseat to no one--there's a reason the expression "American know-how" came into being.

Finally, the database needs to re-examined. It's off in some cases by an alarming degree. I mentioned the operational radii of both the Hudson and Ventura bombers the other day--both have been truncated for no better reason than ignorance. There are other problems that I've run across just with airplanes in mind, and the truth is I have not studied the database closely. This is just stuff I've noticed along the way while playing the game, and then bothered to check it out for myself. This is important work, important work which not only needs to be done by careful people but by careful people who do not entertain bias for anything other than a representatively historical rendering of the war.

So, as Ron was fond of saying . . . maybe someone should read a book.




RE: How to design a better game

Posted: Wed May 18, 2005 8:04 pm
by rtrapasso
Good write up - would only take exception with this:
Whatever the port potential of Ulithi was, I seriously doubt that in 1943 even San Francisco could simultaneously load and unload 200 large ships efficiently.

The proposed rule was for anchoring ships - not docking them. Anchored (disbanded) ships can NOT be loaded (and can be unloaded very slowly under limited conditions) in the game.

I don't know if the proposed rule for anchoring makes sense - Ulithi, Manilla harbor could literally anchor thousands of ships. But docking ships was another matter - and this is what counts. Maybe if you changed the proposed rule to DOCKED it would make more sense (with modifications, as you pointed out). Or maybe that was what was intended.

Also, i think the game does differentiate between the 3 types of fuel - oil (needs to be refined), fuel, and gasoline. Gasoline is lumped under supply. Now SUPPLY may need to be split up a lot more as different people have pointed out. There are already game engines that split up needed materials that may be available at least to build stuff (i.e. - Civilization). Maybe something like this game engine could be modified for different types of supply (i.e. bauxite, iron ore, tin, rubber, phosphates, etc. needed to produce different things such as aircraft, ships, guns, ammo, etc.)

RE: How to design a better game

Posted: Wed May 18, 2005 8:51 pm
by Captain Cruft
I would settle for a toggle to stop Resource producing Supply and Oil producing Fuel. Whilst the rest would be wonderful it isn't going to happen in this engine.

RE: How to design a better game

Posted: Wed May 18, 2005 9:07 pm
by Banquet
ORIGINAL: Captain Cruft

I would settle for a toggle to stop Resource producing Supply and Oil producing Fuel. Whilst the rest would be wonderful it isn't going to happen in this engine.

I think TJ's talking about the sequel.

RE: How to design a better game

Posted: Wed May 18, 2005 9:25 pm
by Oleg Mastruko
ORIGINAL: Tristanjohn

These are not mere "details" and we do not want to talk about the distinction between rice, SPAM and toilet paper.

*yawn* [>:]

Are you finished?

Now, since you started the thread by actually quoting Leo's post, you should observe the significant differences between his, and your style of making suggestions.

Leo's style is concise, precise, full of them small numbers and %s and seems like something a programmer could actually implement, given some time, money, knowledge and good will.

Your style... something is "way off", "needs to be done more inteligently" or "needs to be re-examined" etc. etc. You call these "useful suggestions", I call it "senseless whining".

Now, please, carry on, don't let me disturb your train of thought...

BTW, it's not that I support Leo's suggestions (I think this game reached the limit of micromanagement players would tolerate already), but I love the way he makes his posts short, precise, and to the point. Something many posters here could learn about.

O.

How to design a better POST

Posted: Wed May 18, 2005 9:56 pm
by Mr.Frag
Follow Oleg's advice and learn Leo's style [:D]

RE: How to design a better game

Posted: Thu May 19, 2005 1:09 am
by Tristanjohn
ORIGINAL: Captain Cruft

I would settle for a toggle to stop Resource producing Supply and Oil producing Fuel. Whilst the rest would be wonderful it isn't going to happen in this engine.

We talk about a new, more intelligent game system, per Ray's poll. The engine extant is hopeless and dead.

RE: How to design a better game

Posted: Thu May 19, 2005 1:15 am
by Tristanjohn
ORIGINAL: Oleg Mastruko
ORIGINAL: Tristanjohn

These are not mere "details" and we do not want to talk about the distinction between rice, SPAM and toilet paper.

*yawn* [>:]

Are you finished?

Now, since you started the thread by actually quoting Leo's post, you should observe the significant differences between his, and your style of making suggestions.

Leo's style is concise, precise, full of them small numbers and %s and seems like something a programmer could actually implement, given some time, money, knowledge and good will.

Your style... something is "way off", "needs to be done more inteligently" or "needs to be re-examined" etc. etc. You call these "useful suggestions", I call it "senseless whining".

Now, please, carry on, don't let me disturb your train of thought...

BTW, it's not that I support Leo's suggestions (I think this game reached the limit of micromanagement players would tolerate already), but I love the way he makes his posts short, precise, and to the point. Something many posters here could learn about.

O.

Oleg, you're not only obnoxious but none too sharp.

Just for example, I clearly remember you slamming the otherwise excellent CHS art work of Elf a month ago apparently for no better reason than to toot your horn. When is the last time you offered anything original by way of thought or production around here? The day you can begin to approach my writing and/or content, please come back to me with your wisdom.

Thank you for your attention. [8D]



RE: How to design a better POST

Posted: Thu May 19, 2005 1:17 am
by Tristanjohn
ORIGINAL: Mr.Frag

Follow Oleg's advice and learn Leo's style [:D]

Just out of curiosity, Ray . . . why would you egg on someone like that? He has precious little insightful to say, and your post only aligns you with him. We are, after all, judged by the company we keep. No?




RE: How to design a better game

Posted: Thu May 19, 2005 1:23 am
by Erik Rutins
Allright everyone, back to your corners please.

Regards,

- Erik

RE: How to design a better POST

Posted: Thu May 19, 2005 1:46 am
by scout1
TJ,

Though it's been awhile. my advice today is what is was awhile ago, have a beer or two and relax [;)] You seem to have an interesting blend of information/experience but appear to mix it with a bit of anger without any apparent goal other than slamming. Put your talent to productive use. No it won't always be successful, but NOTHING is. Bottomline is enjoy the game or not, but save the anger for something really important.
[8D]

RE: How to design a better game

Posted: Thu May 19, 2005 1:51 am
by Tom Hunter
In the spirit of the thread I thought I would stop by and say something insulting to some one.

Exactly what, and to who, I will leave up to your imaginations.


RE: How to design a better game

Posted: Thu May 19, 2005 2:08 am
by Oleg Mastruko
ORIGINAL: Tristanjohn

Oleg, you're not only obnoxious but none too sharp.

Just for example, I clearly remember you slamming the otherwise excellent CHS art work of Elf a month ago apparently for no better reason than to toot your horn. When is the last time you offered anything original by way of thought or production around here? The day you can begin to approach my writing and/or content, please come back to me with your wisdom.

Oh it's just too funny [:D][:D]

I point to some "deficencies" (for lack of better word) in your posting style - you reply with personal remarks (no I won't even call them insults) totally unrelated to anything.

I never "offered anything original by way of thought or production"? I think I did when I felt I could, but I am OK with the game as it is, more or less, I think betas and devs continualy do excellent work on this game. I am OK with ASW, I am OK with naval bombing. I don't feel I have to contribute anything to those topics.

So I do not jump into thread like this to "contribute" or "offer", I jump in merely to have fun. Any thread started by you, in your usual style is doomed right from the start anyway, that much we can learn from experience and history.

Seriously, did you learn that much from experience and history?

Just for the record, I didn't "slam" Elf's work, I merely stated I don't care for it and don't use it (which is simply true). In the very next post I encouraged him to continue developing it, because why would he stop just because one certain Oleg does not care for it? Many people think his artwork is great.

Nevermind, as I said don't let my post disturb your train of thoughts. [>:]

O.

RE: How to design a better POST

Posted: Thu May 19, 2005 2:52 am
by Tristanjohn
ORIGINAL: scout1

TJ,

Though it's been awhile. my advice today is what is was awhile ago, have a beer or two and relax [;)] You seem to have an interesting blend of information/experience but appear to mix it with a bit of anger without any apparent goal other than slamming. Put your talent to productive use. No it won't always be successful, but NOTHING is. Bottomline is enjoy the game or not, but save the anger for something really important.
[8D]

You must be kidding. I'll just assume this post was meant to be directed to our good friend Oleg. [:D]


RE: How to design a better game

Posted: Thu May 19, 2005 3:01 am
by Tristanjohn
ORIGINAL: Oleg Mastruko
ORIGINAL: Tristanjohn

Oleg, you're not only obnoxious but none too sharp.

Just for example, I clearly remember you slamming the otherwise excellent CHS art work of Elf a month ago apparently for no better reason than to toot your horn. When is the last time you offered anything original by way of thought or production around here? The day you can begin to approach my writing and/or content, please come back to me with your wisdom.

Oh it's just too funny [:D][:D]

I point to some "deficencies" (for lack of better word) in your posting style - you reply with personal remarks (no I won't even call them insults) totally unrelated to anything.

I never "offered anything original by way of thought or production"? I think I did when I felt I could, but I am OK with the game as it is, more or less, I think betas and devs continualy do excellent work on this game. I am OK with ASW, I am OK with naval bombing. I don't feel I have to contribute anything to those topics.

So I do not jump into thread like this to "contribute" or "offer", I jump in merely to have fun. Any thread started by you, in your usual style is doomed right from the start anyway, that much we can learn from experience and history.

Seriously, did you learn that much from experience and history?

Just for the record, I didn't "slam" Elf's work, I merely stated I don't care for it and don't use it (which is simply true). In the very next post I encouraged him to continue developing it, because why would he stop just because one certain Oleg does not care for it? Many people think his artwork is great.

Nevermind, as I said don't let my post disturb your train of thoughts. [>:]

O.

You wanted to have "fun"?

I spoke the truth, and it is a matter of public record on this board. You slammed Elf's art work out of the blue when it happens to be really good stuff and is, furthermore, a voluntary contribution he makes. Elf doesn't charge anyone a dime. You also slammed the entire CHS project while you were at it in that same post.

Now laugh that off.

You contribute very little around here, Oleg. You deliver yourself to cute remarks, and that's about it. Should you not appreciate this feedback, change your method.

My method is direct and, I'll admit, hurtful at times. But at least I mean well. You're apparently out for no one but yourself, and there's a cold hole in the ground between the two.




RE: How to design a better game

Posted: Thu May 19, 2005 5:54 am
by Mike Scholl
ORIGINAL: Tristanjohn

We talk about a new, more intelligent game system, per Ray's poll. The engine extant is hopeless and dead.

I hope so, because you are right. The current system can be patched until doomsday, but some of the problems in the game are system endemic. Only a new version from the ground up is going to solve them. Maybe we'll see one someday. Agree that the biggest single thing we can hope for currently is to slow down the pace and repair some of the obvious data errors.

RE: How to design a better game

Posted: Thu May 19, 2005 1:05 pm
by Oleg Mastruko
I spoke the truth, and it is a matter of public record on this board. You slammed Elf's art work out of the blue when it happens to be really good stuff and is, furthermore, a voluntary contribution he makes. Elf doesn't charge anyone a dime. You also slammed the entire CHS project while you were at it in that same post.

My opinion on CHS remains negative. I have my reasons why it is so, but I decided not to rain on CHS parade anymore. CHS guys do put a lot of effort in what they do and for that reason alone I decided not to post negative remarks in CHS-related threads. If I have something useful to say I'll say it, otherwise I'll shut up and keep my negativity about CHS for myself. I think this is fair. You could learn from that too.
You contribute very little around here, Oleg. You deliver yourself to cute remarks, and that's about it. Should you not appreciate this feedback, change your method.

Appreciate? [:D] I do not *care* about your feedback at all. [>:] You're just chronic whiner who will never ever change his ways and if the reader is in proper mood your posts and replies could be very funny.
My method is direct and, I'll admit, hurtful at times. But at least I mean well. You're apparently out for no one but yourself, and there's a cold hole in the ground between the two.

You just love to flatter yourself and your "contributing to the game" don't you? All you "contribute" is truckloads of senseless whining and aimless, generalized protests ("model is way off") - in my opinion of course.

You missed my direct question, and I'll repeat it here for you:

Any thread started by you, in your usual style is doomed right from the start anyway, that much we can learn from experience and history. Seriously, did you learn that much from experience and history?

So did you?

O.

AN APPEAL TO REASON

Posted: Thu May 19, 2005 1:12 pm
by rtrapasso
I am replying to the moderator so as not be seen as attacking one person in particular.

Guys: we had a huge and useful thread recently excised because the discussion degenerated into "a series of unfortunate events" - where things got highly personal, and negative. About 300 posts were deleted to cool things down. A lot of interesting information and opinions were discarded because of that. I would HATE it if this happens here.

Please cool it!!!

Thanks.

RE: AN APPEAL TO REASON

Posted: Thu May 19, 2005 1:19 pm
by Oleg Mastruko
ORIGINAL: rtrapasso

Guys: we had a huge and useful thread recently excised because the discussion degenerated into "a series of unfortunate events" - where things got highly personal, and negative. About 300 posts were deleted to cool things down. A lot of interesting information and opinions were discarded because of that. I would HATE it if this happens here.

Oh my, you're overreacting, I see this as friendly chatter and will never get angry over anything said on this board. Insults, whatever, throw them my way, I am thick-skinned enough not to care. No need to delete anything to cool things down we're cool as it is. [8D]

I am just trying to scientifically prove TJ's threads are useless for the development of the game and universe in general [:D] and have some fun in the process.

Indeed, has anyone (except Frag) compared TJs posting style and Leo's very precise and concise post he quoted at the beginning? Which style you think has better chances of being, eventually, maybe, implemented in the game one day?

O.

RE: AN APPEAL TO REASON

Posted: Thu May 19, 2005 1:32 pm
by Erik Rutins
This _is_ getting personal and this is my last warning to everyone. The original poster may not be seeing the forest for the trees, but he's generally upset about the game rather than any one person. Follow-up posters have been attacking the original poster and his posting style rather than his ideas. While I can understand that everyone who has worked on and loves the game is not happy to see that, you've got a classic case of immovable object and irresistible force here. Everyone drop it, it's not going to go anywhere but a thread lock-down.

Regards,

- Erik