Vectorys and Draws

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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Drake
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Location: Kingston, Canada

Vectorys and Draws

Post by Drake »

Im coming to really dislike the points system in SP:WAW.

Like just played a game a little bet ago and I had like 4700 points to his 1800 or so and becouse I had all vectory hexes the game ended like 2 turns early and what do I get for this a Draw. Like thats just crazy when I defeated my opponent 2 turns early with over twice the points as my opponant and thats all I get.

What I would like to see is if you have 1/3 or more points at the end it should be marginal victory. If you have 1/2 or more it should be decisive victory. Less then 1/3 and it should be a drew.

I have always disliked stuff like this but playing the computer you did not mind so much becouse the AI needed every advantage. But playing a human and haveing this happen gets to you. You know you won but you have the game tilling you its a draw Image


Still love the game and all and think you guys have done a great job on it and everything and I would never want to give offence or anything. So if you cant change this, dont warry about it Image
Tombstone
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Post by Tombstone »

Sometimes the victory conditions are larger than just the victory hexes. Taking too many losses can have a large impact on who wins or loses. In some of the scenarios in Utah to the Rhine the enemy forces are rather small, and taking any significant losses totally invalidates a major and sometimes minor victory. You have to really look at the victory hexes before you get the scenario going to get an idea of what kind of losses you can afford.

Tomo
Drake
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Post by Drake »

Yes I know that and I can see that happening in a scenario that someone designed but in a ramdom meeting engagement battle, I cant dont see how that makes any since.
victorhauser
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Post by victorhauser »

I agree with Drake completely. Why even have points unless you can use them to measure your performance?

It used to be clear-cut. If you had a 2 to 1 margin of victory (based on points differential at the end of the game), you got a Marginal Victory. If you had 8 to 1, you got a Decisive Victory. Less than 2 to 1, you got a Draw.

Drake claimed he had about 4700 to 1800 at the end of the game. That's a 2.61 to 1 margin of victory. That should've been a Marginal Victory.

I submit to you that not having clearly defined and spelled out Victory Parameters are going to have unpleasant side effects if Matrix ever decides to hold a tournament and the players don't know what the levels of victory are. There will be trouble.

To re-iterate.
To me, the whole reason to have a points-based game is to be able to use those points to determine player performance. If there are "hidden" factors influencing the points and the levels of victory, then these need to either be removed from the performance process or else be made public and part of the performance process (and therefore included in the points).

As it stands now, and until this gets straightened out, I'm reluctant to take part in an SPWaW tournament. Especially since I might score 4700 to 1800 someday and get a Draw, and somebody else might score 3500 to 1800 and get a Marginal Victory (because of "hidden" factors). That would really upset me.
VAH
Fredde
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Post by Fredde »

Are there really hidden factors? Isn't it just that if you take losses (and thus give the opponent a whole bunch of points) the ratio of the scores will be lower. You have to consider the value of the victory hexes on one hand, and on the other hand, the price you can pay for taking them (in own losses).
"If infantry is the Queen of the battlefield, artillery is her backbone", Jukka L. Mäkelä about the Finnish victory at Ihantala.
Fabs
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Post by Fabs »

I am not an expert on how victory conditions are computed to determine the final score and the level of victory, draw or defeat.

The introduction of a more sophisticated system of victory conditions has made the game far more interesting.

Am I right in assuming that casualties and total units losses are in some way tallied to increase the points of the opposing player to the one suffering the losses?

Is the loss of men and damage to equipment that do not result in the total loss of a unit (unit destroyed) taken into account?

If this is the case, it would in my view make the victory conditions system complete if this aspect was modified to reflect a varying importance of taking casualties, with scenarios where keeping casualties low is given more prominence in the victory conditions and others where casualties are less important than normal taking a reduced impact on the victory conditions.

This could vary within the same scenario between the opposing players.

For example, I have often thought that Germans in Normandy and in late Russian scenarios should receive greater penalties for losing AFVs as they would have found it more difficult to replace them, as well as squads or crews of specialist troops such as tank crews, engineers, AT gunners and high experience/morale infantry squads, leaders and Hqs.

Allied units should not suffer from this as far as the equipment is concerned, as it was plentiful, but should probably suffer penalties for losing specialists and high caliber squads, leaders and Hqs.

Whether this is feasible or not, I agree with the previous posters that the current results are sometimes difficult to understand, and that in future versions they should be modified.

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Fabs

[This message has been edited by Fabs (edited October 12, 2000).]

[This message has been edited by Fabs (edited October 12, 2000).]
Fabs
victorhauser
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Post by victorhauser »

Fabs, I think you are missing the "point".

Victory Flags are given a point value. Units are given a point value. Adding up the flags and adding up the units should ALWAYS yield the same results. That is to say, if I score 4700 points (my flags plus the points I receive for inflicting losses on my opponent), and if my opponent scores 1800 points (his flags plus the losses he inflicted on me), then I should ALWAYS get a Marginal Victory. If this is not the case, then the whole concept of "points" and what they mean is irrelevant and is no longer a way to measure victory and/or player performance consistently and fairly.

If the game arbitrarily decides whether a game is a Draw or Marginal Victory or Decisive Victory based on something else besides points, then there is no reason to have points at all. In EVERY Steel Panthers game prior to SPWaW, players could count on 2 to 1 being a Marginal Victory, 8 to 1 being a Decisive Victory, and less than 2 to 1 being a Draw. If SPWaW has changed this, and it looks like it has, then the new victory parameters need to be given to the players immediately. And these new victory parameters need to be fixed and consistent, not variable and arbitrary.

Drake's post has me more upset now than anything else I've seen on this forum (with the possible exception of the glorification of the Waffen SS). I am not happy at all right now.
VAH
Voriax
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Post by Voriax »

Afaik the game does not decide arbitrarily whether you win or lose.

If you have 8-1 ratio, you get decisive victory. 3-1 and it's marginal. Less than that and it's a draw. I guess if it's 1-3 you lose (never happened Image )

You get points from victory flags and destroyed enemies. From this score your losses are subtracted. So even though if you whack the enemy and get all flags you may end up having a draw if you killed most of your troops.

And Fabs, while your comments about how critical AFV losses are to certain countries and less critical to others have certain truth in them, until now the rarity has played no part in the unit costs (points) and I'm pretty sure it won't play any part in the future.

Voriax




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OOB-Wan Kenobi
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Desert Fox
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Post by Desert Fox »

I am pretty sure it was mentioned somewhere that the victory margins had changed in v4. This is all fine and good, except that the game still ends early.
I played one online game and ended up with about 8000-3000 points. It was called a draw. That definitely does not sit well. I had destroyed nearly his entire armored force (a bunch of shermans) and most of his infantry. He had killed 3 of 4 tigers and a small portion of my infantry. I had an entire company of engineers left in the backfield to protect from special ops. I also had the victory hexes for most of the battle. And when the battle finally ended, before the turn limit, I was chasing down his reinforcements and the few left over shermans to his side of the map with what I had left.
Had the battle not ended early (I think there were 5 turns left), I definitely could have inflicted more damage. I think its also pretty clear that the game was not a draw with a 5000 point margin.
Anyways, Matrix needs to look at this and determine what they want to change.
Charles22
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Post by Charles22 »

As the game stands, there's nothing to stop you from literally accounting for every point lost/gained, though it would be a ridiculous mundane affair. Perhaps in order to alleviate the problems of a marginal victory being snatched into a draw on the last turn, sort of thing, the system can once again show you a running score, in other words a score as of the very moment you check it. For example, turn one would find the score 0 to 0, but on turn two, with no combat exchanged, would show the one possessing all the timed victory hexes with points for one turn. Whether giving that same player points for end-of-game victory hexes throughout their possession or only at the end of the battle is another affair, which, if you know when those hexes will be accredited doesn't matter, they can still be accounted for as being a minus for the opponent's score (and added to your own), should you have them at the end.

Myself, I haven't seen anything to indicate that the victory levels are different in different instances, though I will admit my experience with different levels of victory/loss isn't extensive, but a running score would still be nice to see. Only if how things were being scored, were a secret, could I see the point in not having a running score. Perhaps it's too difficult to implement, but then earlier SPs had it.
Drake
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Post by Drake »

Originally posted by Desert Fox:
I am pretty sure it was mentioned somewhere that the victory margins had changed in v4. This is all fine and good, except that the game still ends early.
I played one online game and ended up with about 8000-3000 points. It was called a draw. That definitely does not sit well. I had destroyed nearly his entire armored force (a bunch of shermans) and most of his infantry. He had killed 3 of 4 tigers and a small portion of my infantry. I had an entire company of engineers left in the backfield to protect from special ops. I also had the victory hexes for most of the battle. And when the battle finally ended, before the turn limit, I was chasing down his reinforcements and the few left over shermans to his side of the map with what I had left.
Had the battle not ended early (I think there were 5 turns left), I definitely could have inflicted more damage. I think its also pretty clear that the game was not a draw with a 5000 point margin.
Anyways, Matrix needs to look at this and determine what they want to change.

Got to agree with you their Desert Fox. In my book faceing a human opponant and getting a victory like this deserves a dicisive victory or a marginal at the very lest.

Like when I face someone of the same skill as me I dont want to have to get twice the points or more just to get a marginal victory. It just dont feal right to me Image
jsaurman
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Post by jsaurman »

I agree that 3:1 margin does not seem correct for marginal victory. I think it should be 2:1 for marginal and 8:1 for decisive.
I also think there should be a running point total in the game so you can see how you are doing. I don't think you should be able to see which enemy units you have destroyed, but the grand total of who is ahead and by how much would be very helpful. That way if you were almost to the next level, you could be a little more agressive on killing retreating crews, etc to rack up more points.

JIM
BA Evans
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Post by BA Evans »

Originally posted by Desert Fox:
This is all fine and good, except that the game still ends early.
The game length is not set in stone. If one side has control of ALL victory hexes and the other side has very few resources left, the game will end. The computer decided that the losing side capitulated.

If you want to avoid this, leave one victory hex in your opponent's control until just before the turn limit is reached.

Why would your opponent want to play when his force is so weak he can not fight back? Just to stroke your ego? I wouldn't want to continue a battle where I had no chance of winning. I would say, "Good job, mate. Want to try another go at it?"

BA Evans
Desert Fox
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Post by Desert Fox »

Originally posted by BA Evans:
The game length is not set in stone. If one side has control of ALL victory hexes and the other side has very few resources left, the game will end. The computer decided that the losing side capitulated.

If you want to avoid this, leave one victory hex in your opponent's control until just before the turn limit is reached.

Why would your opponent want to play when his force is so weak he can not fight back? Just to stroke your ego? I wouldn't want to continue a battle where I had no chance of winning. I would say, "Good job, mate. Want to try another go at it?"

BA Evans
Yes, I am quite aware that holding all the victory hexes greatly increases the chance that the game will end early. It has been like that since SP1.
But in this game, I was barely past the middle grouping of victory hexes when the game ended. I certainly was in no position to take his last set of objectives from the middle of the map, as he had a couple infantry platoons guarding it.
And something I have learned from years of wargaming is that surrender is never an option. I have seen more than enough times where the last few beat-up teams end up pulling out a huge upset. And in SPWAW, hidden infantry can definitely turn the tide of battle.
BA Evans
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Post by BA Evans »

If this was an internet game, your opponent could have capitulated. There is a command to voluntarily give up. Maybe your opponent decided he had enough and hit this button?

BA Evans
Desert Fox
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Post by Desert Fox »

Originally posted by BA Evans:
If this was an internet game, your opponent could have capitulated. There is a command to voluntarily give up. Maybe your opponent decided he had enough and hit this button?

BA Evans
Nope, I asked, he didn't.
Wild Bill
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Post by Wild Bill »

I have posted this before but I will post it again.

Human vs computer

More than 1-3 Decisive Loss
1-3 to 3-1 Draw
3-1 to 7-1 Minor victory
7-1 Higher Major victory

The odd vs human player are a little lower
This is due to the predictable action of the AI in computer generated battles.

More than 1-2 Decisive Loss
1-2 to 2-1 Draw
2-1 to 6-1 Minor victory
6-1 Higher Major victory

The problem as I see it gentlemen, is not the calculation of the odds but the value of the objectives. Objectives for larger scenarios should have a maximum value of 500, not 250.

That way you could with 21 objectives get a score of up to 10,500 instead of 5,250.

Now when the game was limited to 30 formations or thereabouts the 250 point value was okay.

With the larger scenarios, these numbers can never reflect the scores needed to show a true major victory.

So the problem is not with the ratios but with the points.

Now scenario designers can overcome this with special objectives, but the poor gamer who play generated battles is s... out of luck unless you uses the generated map and preset objectives.

Let me talk with Tom P today and see if it is in anyway possible (I've heard that it is not) to modify these points. If it can be done, I know Tom (or Mike) is the man who can do it!

I'll keep you posted.

Wild Bill

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In Arduis Fidelis
Wild Bill Wilder
Coordinator, Scenario Design
Matrix Games

[This message has been edited by Wild Bill (edited October 13, 2000).]
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Wild Bill Wilder
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Wild Bill
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Post by Wild Bill »

Since Bonzo referred to this one, I'll bring it to the top and mention that after talking with programmers, I was told these numbers could not be changed without a major overhaul of the code, so they will remain as they are...WB


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In Arduis Fidelis
Wild Bill Wilder
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Matrix Games
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In Arduis Fidelis
Wild Bill Wilder
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Warrior
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Post by Warrior »

For a touch of humor to a serious topic: Notice how much all the quibbling about victory points sounds like the Democrats crying about the Presidential election. (all brickbats will be accepted for this)
Retreat is NOT an option.

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Don Doom
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Post by Don Doom »

Mr WB.

Why would the source code be changed if all is being changed is reference numbers? Or is the ref # buryed in the code instead of in an reference file or lib. that can be called or linked to?
I know you do not know maybe but could ask the code guys the above question.
Thanks Don Image
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