@cousin_joe:
Hi guys,
I’ve only managed to play a handful of games of the Anniversary Edition but axis_roll asked my opinion on Tech via a point system
First of all, I completely agree the OOTB Tech system is completely FLAWED and lacks ANY Strategic Value
A Strategic Tech system should allow players to choose the Tech they go for, rather than just acquiring it randomly
Appreciate your input
@cousin_joe:
So with that said, I do agree with Directed Tech, but I do think there’s an easier way to implement it than with the point system…
Basically, keep Tech exactly the way it is, except that when buying researchers, a player must state which Tech they are going for.
Techs are divided into 3 categories:
Minor Tech:
-War Bonds
-Advanced Artillery
-Super Subs
Moderate Tech:
-Paratrooper
-Industrial Capacity
-Shipyards
-Radar
-Jet Fighters
Major Tech:
-Mechanized Infantry
-Rockets
-Long Range Aicraft
-Heavy Bombers
Now here’s the kicker…
Minor Techs succeed on a single hit (ie. 1 roll of ‘6’, just like normal)
Moderate Techs require two hits (ie. 2 rolls of ‘6’, in total, before they become active)
Major Techs require three hits (ie. 3 rolls of ‘6’, in total, before they become active)
So for example, Player A wants to go for Heavy Bombers
He buys 2 researchers to start (10IPC), realizing that it is impossible though to get HB right away
On Turn 1, he rolls 2,4 - no good. He plans to add 1 researcher for next round (5IPC)
On Turn 2, he rolls 1,2,6* - that counts as 1 hit, he still doesn’t get HB though
On Turn 3, he rolls 3,4,5
On Turn 4, he rolls 1,4,6* - that’s a 2nd hit, still no HB yet. He really wants HB next turn though and plans to buy 2 more researchers (10IPC)
On Turn 5, he rolls 2,4,4,5,6* - SUCCESS! He now gets HB for 25IPC Round 5 (later, and more expensive than OOTB rules)
So if I fail to roll 6’s, I never achieve a tech? that adds that randomness factor BACK to the system.
Example: 3 tech rolls CAN roll three 6’s so I COULD achieve a MAJOR tech with a $15 investment.
Conversely, let’s say I spend $15 for a minor (I really want super subs).
I could go three rounds and never roll a 6 (no sixes in nine rolls certainly can happen).
The goal is to diminish this randomness as compared to the OOB, and it sounds like this system has not done that too much.
I like the idea of accumulating your tech efforts (Akin to the 4:2 in Enhanced)
In other words, your tech rolls are never totally wasted. If you roll three ones on my Super Subs example,
then you would be 20% of the way to getting super subs (3 of 15). In this proposal, I would have nothing to show for my tech rolls.
@cousin_joe:
Advantages:
-This would be a very simple system to implement (rather than counting points)
You’d still have to counts number of hits by category for each tech.
That is basically the same exact thing as counting points by tech.
I played with tech by points over the weekend and it was not hard at all to track the tech rolls.
@cousin_joe:
-The stronger Techs would generally take longer to get (because they require multiple Tech hits)
-The stronger Techs would be more expensive to get (assuming the player is willing to buy more than 1 researcher to get the Tech in decent time)
-Tech is Directed, making the Tech component of the game much more strategic
-Counter-Tech is also Directed again increasing the Strategy of the game (ie. IC to counter HB)
-Furthermore, if players know someone is going for a specific Tech, they can employ countermeasures in terms of purchases as well
All of these are also achieved by the point system. The higher points seperate the techs into minor/moderate/major tech levels.
Recall that the point values are initial thoughts and can be tweaked/adjusted as needed as indicated by game play testing.
@cousin_joe:
I think Tech can be taken further strategically, but if you’re looking for a real simple solution, this would be a start.
I don’t know if this system is any more simple than the tech point system. It certainly is not more work to track the tech rolls,
and is less flexible if you wanted to tweak by country.