Political Points System
Moderators: Joel Billings, wdolson, Don Bowen, mogami
- Pascal_slith
- Posts: 1657
- Joined: Wed Aug 20, 2003 2:39 am
- Location: In Arizona now!
Political Points System
Another one for the developers.
The unofficial description says each player receives political points every day. Does the amount vary according to the military successes or failures of each side? Does it vary according to other factors?
The unofficial description says each player receives political points every day. Does the amount vary according to the military successes or failures of each side? Does it vary according to other factors?
So much WitP and so little time to play.... 



RE: Political Points System
Hi, No 100 per day

I'm not retreating, I'm attacking in a different direction!
- Pascal_slith
- Posts: 1657
- Joined: Wed Aug 20, 2003 2:39 am
- Location: In Arizona now!
RE: Political Points System
ORIGINAL: Mogami
Hi, No 100 per day
Doesn't make sense that it would not vary....
So much WitP and so little time to play.... 



- rogueusmc
- Posts: 4583
- Joined: Sun Feb 08, 2004 6:21 pm
- Location: Texas...what country are YOU from?
- Contact:
RE: Political Points System
What will 100 points buy though?
There are only two kinds of people that understand Marines: Marines and the enemy. Everyone else has a second-hand opinion.
Gen. William Thornson, U.S. Army

Gen. William Thornson, U.S. Army

RE: Political Points System
2/3 to 3/4 of a Fighter Group
RE: Political Points System
ORIGINAL: Mogami
Hi, No 100 per day
Is that per headquater, as in Pacwar, or per side?
Thanks -
Dave Baranyi
- Mike Solli
- Posts: 15903
- Joined: Wed Oct 18, 2000 8:00 am
- Location: the flight deck of the Zuikaku
RE: Political Points System
ORIGINAL: Nikademus
2/3 to 3/4 of a Fighter Group
Does this mean that the Japanese player gets to build air units? They're not just reinforcements?

Created by the amazing Dixie
- DoomedMantis
- Posts: 1357
- Joined: Sat Aug 24, 2002 4:00 pm
- Location: Sydney, Australia
RE: Political Points System
no thats just the political point cost of moving a unit from one HQ to another
I shall make it a felony to drink small beer.
- Shakespeare
- Shakespeare
RE: Political Points System
ORIGINAL: ADavidB
Is that per headquater, as in Pacwar, or per side?
Thanks -
Dave Baranyi
Per side, per day. Actually, I think it's only 50 per day per side + any starting amount for a scenario.
Have no fear,
drink more beer.
drink more beer.
- Pascal_slith
- Posts: 1657
- Joined: Wed Aug 20, 2003 2:39 am
- Location: In Arizona now!
RE: Political Points System
My question to the developers again: why don't the PP's received vary according to successful or unsuccessful operations?
So much WitP and so little time to play.... 



- j campbell
- Posts: 148
- Joined: Sat Jan 20, 2001 10:00 am
- Location: Grosse Pointe, MI
RE: Political Points System
probably because as the war goes on the likelihood of successful allied operations vs. japanese operations increases-therefore they would have a larger supply of PP's.
"the willow branch but bends beneath the snow"
RE: Political Points System
ORIGINAL: Pascal
My question to the developers again: why don't the PP's received vary according to successful or unsuccessful operations?
Pascal
I think you are taking the term "Political Points" too literally; they have absolutely nothing to do with the political will or moral type effects of failed or successful operations or campaigns.
They are more akin to Operations Points in that they allow the player to make changes to a units HQ status and change leaders, think of it as your operational currency.
- Pascal_slith
- Posts: 1657
- Joined: Wed Aug 20, 2003 2:39 am
- Location: In Arizona now!
RE: Political Points System
ORIGINAL: pry
ORIGINAL: Pascal
My question to the developers again: why don't the PP's received vary according to successful or unsuccessful operations?
Pascal
I think you are taking the term "Political Points" too literally; they have absolutely nothing to do with the political will or moral type effects of failed or successful operations or campaigns.
They are more akin to Operations Points in that they allow the player to make changes to a units HQ status and change leaders, think of it as your operational currency.
OK. Then why not call them 'operational points'?
So much WitP and so little time to play.... 



-
- Posts: 1107
- Joined: Thu Jul 24, 2003 3:20 am
RE: Political Points System
ORIGINAL: Pascal
OK. Then why not call them 'operational points'?
That term is already used for task force operations.
RE: Political Points System
ORIGINAL: Damien Thorn
ORIGINAL: Pascal
OK. Then why not call them 'operational points'?
That term is already used for task force operations.
Good one Damien [;)]
One of the toughest things a developer faces is coming up with names for stuff.
As they allow you to change leaders and base ownership, the term political points stuck and here we are. Think of it from the standpoint that politics *slow down* choices that can be made. Then you will see how well the name fits.
RE: Political Points System
ORIGINAL: Pascal
OK. Then why not call them 'operational points'?
because the actions they "curb" are in effect, "political" in nature, but the politics are not a simple matter of the ebb and flow of the war. They also have to encompass and represent the framework that was present during the beginning of the war.
For the Allies....examples would be the SRA....the Dutch would never have simply abandoned their posessions.
For the Japanese...there is the politics of removing units from Manchuria or China, beyond the military questions.
The PP's as has been mentioned, are a simple but effective system to prevent players from conducting unrestricted ahistorical deployments, mostly based on "hindsight" (i.e. I know i cant win in the SRA so i do a M*A*S*H style bugout on turn 2)
they were never meant to try to simulate advanced geo-political tides during wartime
- Pascal_slith
- Posts: 1657
- Joined: Wed Aug 20, 2003 2:39 am
- Location: In Arizona now!
RE: Political Points System
ORIGINAL: Nikademus
The PP's as has been mentioned, are a simple but effective system to prevent players from conducting unrestricted ahistorical deployments, mostly based on "hindsight" (i.e. I know i cant win in the SRA so i do a M*A*S*H style bugout on turn 2)
they were never meant to try to simulate advanced geo-political tides during wartime
You mean none of us are playing this game with "hindsight"? [:D]
So much WitP and so little time to play.... 



RE: Political Points System
You mean none of us are playing this game with "hindsight"?
I can honestly tell you that Hindsight goes out the window as soon as you click end turn the first time. All the hindsight in the world does not help you outguess what the other guy is going to do.
Hindsight works on BOTH sides of the game and pretty effectively negates it. [X(]
RE: Political Points System
ORIGINAL: Pascal
You mean none of us are playing this game with "hindsight"? [:D]
not if your playing Mogami [:'(]
- Pascal_slith
- Posts: 1657
- Joined: Wed Aug 20, 2003 2:39 am
- Location: In Arizona now!
RE: Political Points System
ORIGINAL: Nikademus
The PP's as has been mentioned, are a simple but effective system to prevent players from conducting unrestricted ahistorical deployments, mostly based on "hindsight" (i.e. I know i cant win in the SRA so i do a M*A*S*H style bugout on turn 2)
they were never meant to try to simulate advanced geo-political tides during wartime
In any case this begs the question. Why can't I try ahistorical moves? About the only real chance the Japanese player has in lengthening the war is to try ahistorical moves. This goes back also to my earlier suggestion of either more ON/OFF switches for these kinds of ahistorical moves or varying the daily receipt of PP's.
So much WitP and so little time to play.... 


