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    Best posts made by Black_Elk

    • RE: G40 Redesign (currently taking suggestions)

      This is fast developing into my favorite HR thread on the boards. The discussion is spirited, and amusing, and I think it is pulling us in the right direction. Safe to say this is the exact sort of feedback I was hoping we’d be able to gather.

      I’m zonked from work, but wanted to just mention one more thing before I retire for the night, a very general impression I have about A&A HR design tendencies…

      I’ve noticed in A&A, when it comes to creating analogies between the historical war and the actual game, there is always a tension between two basic ideals or approaches. I’ve seen them at play on the Larry Boards, and here as well, whenever historical questions arise.

      On the one hand, you have an approach that favors a more consistent historical analogy for the individual game elements.
      On the other hand, you have an approach that favors a more consistent historical analogy for the resulting gameplay patterns.

      At some point I think you really have to choose which approach you want to give primacy, because the game system is often too simplistic to handle both without internal conflicts arising.

      Like if you want to keep the game elements totally concrete and uniform in their historical analogies, then you have to just accept the play-patterns that develop out of them. But if you want to change the play-patterns after the fact, you basically have to let go of the notion that one of those elements represents something very solid.

      Let me give an example of what I mean in a game context…
      Take a critical game element like IPCs/Money.

      These are used for all sorts of things in game, like determining territory value (where production can be located, what its worth when traded for units), or what sorts of units that can be bought in a given purchase etc. So in that respect, a Nation’s starting income might be really important.

      For some players, this element of the game should be concrete and consistent in its analogy to the real world, or to the actual historical situation in WWII. 1 IPC = 1 million man hours of “Industrial Production.” That’s what it says on the certificate, and what it says on that dollar bill, is exactly what it means. Now depending on how strict you want to be, you can say ‘OK this is our building block’, and this initial abstraction is going to serve as the basis for all the other abstractions we make. It’s a foundational game element, and the analogy or narrative created around it is seen as very concrete and not open to much interpretation. Since units cost a set amount of IPCs, and territories are worth a set amount of IPCs drawn on the map, the IPC is sort of sacrosanct. If we were to suddenly change this element somewhere via HRs, then the change cascades out through the entire game, such that nothing relates in quite the same way to anything else consistently anymore, and the historical analogy of the IPC is broken. Potential uproar. Also, because the IPC value of a territory represents something like resources and raw materials, increasing or lowering it substantially is just off the table, unless you want to entertain total fantasy. Things like starting Income or the value of Objectives, average income in a round etc. trump other considerations because they’re at the root of the game’s design. So after all this you come down to the idea, that starting income should just never be changed.

      Or, then again, perhaps the Starting IPC analogy is not the most thing important to you, and there are other things in the game that trump it. In this case, what’s important might not be the IPC starting treasury totals, or the IPC value of a given territory, or IPC objective bonuses per se, but rather how players are using this cash in their actual games. How players are drawn towards certain higher IPC territories, or totally ignore some zero IPC territories. Basically whether or not the resulting game-play pattern feel “satisfying” as a reflection of the real historical war. Here IPCs are just a means to an end, not 1 million man hours of production really, but just some sort of abstract game point that allows other things to happen (things that are more meaningful to the overall narrative you create about the game as player, like maybe combats happening in territories where combat historically occurred.)

      You could take another game element, like the sequence of the Turn Order.
      On the one hand you could say that the chosen sequence represents something really significant to the game’s design. Having Germany move first, or having a particular nation’s turn fall when it does, attaches to a timeline of events that’s meant to simulate something specific. You could say that turns in the game round = some set number of months, and that the turn order specifically reflects which sort of attack patterns can develop in that time-frame. Like G1 = Fall of France type scenario.
      Or again, maybe it just isn’t all that important to you, and something you can tweak if it leads to a more satisfying set of gameplay patterns.

      Another element might be something like Starting Unit distribution. Whether you consider the starting units  to be concrete representations of the actual forces in the field. Or whether they are just vague gamey abstractions, that can be altered like with a bid or a set up change. Similarly you might put the focus on the units themselves, how they move, their combat abilities etc.

      In each case, there is this tension, between the desire for the element to be accurate and the desire for the gameplay pattern to be accurate, and frustration when they don’t both align under the games normal rules. Hence the desire for the reboot hehe. Personally, the thing that I care about in G40 is not how accurately the game’s individual elements are modeled at the outset, but whether the gameplay patterns that emerge from those elements feel accurate as the game progresses. And when I say “feel” accurate I mean true to history, or historical probability, where the gameplay over the course of many rounds resembles what actually happened in World War II.

      Marc’s Campaigns basically…  And then the question, do they actually happen?

      Because when they don’t, or when “other campaigns” like the Japanese Tank Drive, or the Western Air Wall to Moscow, take over, I think that’s what bugs.

      You know, when the largest naval battle between Japan and American takes place somewhere in the Mediterranean. Or the largest tank battle in human history occurs not between Russia and Germany, but between Japan and UK (somewhere in Russia.) Things like that, they just bug. Even if all the elements seem accurately modeled relative to each other, if they produce a game that departs markedly from what happened in the second world war, then something’s got to give. We just need to pick the focus for what to change.

      Perhaps I’m too blitzed right now to spit it out (I’m a smokey character tonight), but I guess what I’m driving at is this idea, that we should figure out which element of the game we care the least about from the historical analogy perspective, and then change that element to create the desired gameplay patterns, (leaving the rest alone, so its relatively easy to adopt). Figure out the simplest ways we can, to create incentives for the Campaigns we want to see occurring, while retaining the entertainment value provided by potential deviations from the history.

      I rather prefer to build backwards. Taking the desired play-patterns first, figuring out what’s necessary to get where we want, and then use that to determine what a given element represents, or how it should be interpreted historically. (as opposed to the other way around.) Put another way, I’m happy to accept that a unit in one part of the world, might represent something  rather different than the same unit in some other part of the world. Or that IPCs are not quite the same for Russia as they are for Germany, or for Japan and USA. Or that the treasuries of the various nations at the outset need to fall along some kind of weakest-to-strongest continuum with no regard for everything else that’s in play (like what the Nation is actually expected to do with that Treasury in the game haha.) I’d think more in terms of, “is this Nation fun to play?” and “are they doing what they should be doing from a historical perspective?” If the answer is “no, or boring, or could be better,” then I’m willing to suspend the disbelief a bit when it comes to tweaking the elements, if that results in a more convincing play-pattern.

      In particular, the Central Pacific campaign for islands is something I’ve always wanted to see in A&A, but never really have.
      Another thing I’ve wanted to see, but haven’t yet, is a way for the Axis to win that doesn’t always run through Moscow (esp for Japan).

      I’d set those up as fairly modest goals that we should aim to achieve, however it is we get there in the end.
      :-D

      posted in House Rules
      Black_ElkB
      Black_Elk
    • RE: Feature request: CM/NCM map preview

      I brought this up a while back, mostly because I find laundry lists of text describing the “moves” written out in words pretty useless when playing at a steady clip (which is probably saying something for me, cause I’m notoriously long winded with my A&A rambling and lists of lists on the forums lol), but I think what most would want is a visual representation of the moved units on the game map that is as easy as possible to parse at a glance. Diamonds and Arrows are only marginally better than lists at the final prompt in my view, since they hide a lot of the relevant information behind another click to view type graphical element. Last time I checked the diamond was updated to a black circle with crossbar riffles, its got a little circular colored meter now showing which units are involved, yellow for ground, red for aircraft ect, which is a bit of an improvement aesthetically over the diamond though functionally its much the same. The arrows have definitely been improved over the past few months, because now the ‘moving’ units don’t shift position within their starting territory to a spot along the border anymore, which was kinda confusing sometimes before, but still, a lot arrows going on.

      The optimal method for usability I’d think would be like an inter-phase step, where the units actually move into the relevant territories/sea zones and are displayed clearly on the map in their ending locations rather than with arrows from their starting location (like where the moved unit appears as a ghost or semi-transparent version of itself or whatever ‘while its moving’ in the actual spot where its meant to end up, similar to the way other map games work.) But I’m pretty sure Cody described in discord that something of that sort with a preview was basically impossible given the way the game was designed. In my layman’s way of understanding it there’s no real intermediate game state to save/preview, until the phase is actually completed and then the stuff actually happens, after which point there’s no going back. Which I think is also why there’s no time machine or simple way to access or export a gamesave or to view a previous turn/phase in a game history? I don’t know how it works exactly if it overwrites as it goes maybe, or something like that to ease the load? I do wish there was a way to save games though. Even for something sort of ephemeral like a really killer A&A match, sometimes its cool to have something other than a screen capture that you can look back on later to study, or just show off haha.

      I’m not a big fan of the vestigial movement arrows myself, since I think they clutter up the map view and wouldn’t really be necessary if the units just moved into the relevant space with a “to/from” for each unit involved listed in a sidebar when you cursor over the spot haha.

      I try not to bring up comparisons too much anymore since I don’t think its particularly productive, but I kinda just wish the map display for movement looked more like TripleA. Like I guess its one of those 'why reinvent the wheel, when you could just take a sleigh, or cross country ski there instead?" heheh. I mean I don’t know, maybe that’s a little harsh, but yeah. I feel ya dude. It’s a bit rough, mild panic sets in immediately after clicking the “End Phase” button.

      posted in Axis & Allies 1942 Online
      Black_ElkB
      Black_Elk
    • RE: G40 Redesign (currently taking suggestions)

      I just spent the last hour or so rereading a huge number of threads in this section, all of which contain some really great proposals for HR ideas.

      I was particularly struck by how often similar HRs have been proposed, and how the same issues come up time and again with players looking for some kind of HR solution to the same basic gripes.

      I really think that what is needed is not the perfect HR, or set of HRs per se, but rather a general concensus and a critical mass of players all using the same set up. Basically a face to face/tripleA mod that everyone can get behind. Otherwise, even the best House Rules idea, has a way of just being forgotten after a couple weeks.

      I’d be reluctant to offer too many “varients” or an endless list of “options” for the mod. Better to come up with something cohesive and fully comprehensive. At most I would suggest one set of core modifications, and then one expansion/suppliment for people who want to go next level with it. The former should focus on the boxed materials, the latter might include additional materials that are readily available from places like HBG.

      Basically I’m not looking for a “Black Elk’s G40 redux” type thing, because frankly, I don’t think anyone beyond myself and maybe a few of my friends would ever bother playing it haha. Instead I would propose a mod by the “A&A.org Community” as something with some actual staying power.

      Clearly it will be a bit more challenging to achieve a general concensus, it’s always tricky to create a modification that pleases everyone. But there are enough of us here who all seem to want similar things, that if we truly make this a collaborative effort, I think that effort will be worth it in the end.

      Just tossing that out there as part of the main goal.

      Keep em coming guys, the more ideas we gather together the better. Also thread links to any topics you’ve read in the past that excited you. Pile em on. All feedback is good feedback at this point.

      posted in House Rules
      Black_ElkB
      Black_Elk
    • G40 Redesign (currently taking suggestions)

      edit: This thread is mainly for the gathering of HR ideas for use in G40. Recently some of this material has been organized together in a standard package with customizable HRs for use in tripleA. The goal is to draft and implement House Rules ideas that can be used both on the table top and digitally, so there is a bit of back and forth. There is also a Mod for the Global game in tripleA, called Balanced Mod, which is described in the middle of the thread. One feature of this mod created by regularkid and others, is the Franco-German Armistice ie. “Vichy” rules for use in G40. As well as other concepts, like the Marine unit. This one can be downloaded from the depot for those who are interested. A bunch of other rules and ideas are touched on at various points, including victory conditions, objectives, unit tweaks etc. Have fun digging
      :-D


      The idea is this, a redesign of G40 from the ground up!

      Taking CWO Marc’s suggestion, I thought I would start a new thread and take input from everybody. If at least 10 people express an interest I will move forward with it and begin the process of creating a tripleA game file.

      I think for this to work, it would have to be a collaborative design.

      Pretty much everything is on the table at this point. Pretty much, although I would suggest the following. That we keep the 1940 start date, and the same essential game materials/ same basic combat mechanics, so its easy to adopt (and port into tripleA.)

      Some ideas to get us started…

      A new turn order.
      A new starting unit set up, distribution.
      New Objectives.
      New Victory Conditions/treatment of VCs
      Stronger China.
      A more interesting opener for the minor powers France, Italy, Anzac.
      A single UK player nation.
      New handling of the Non Agression Pact between Japan and Russia.
      New production profiles.

      For that last I thought I’d just mention 1 idea that I think might be cool.

      Retain the Major factory as the main production hub, but replace the Minor Factory with a new type of base unit.

      This “minor factory” forward Base can be placed in any territory (on islands or zero ipc tiles etc) but it only produces infantry, 2 or 3 per turn.

      I think such a unit could be used, along with naval bases, air bases and objectives, to create a real war over the Pacific islands. Even more than lack of income, it is the lack of forward production that makes island hoping a rather poor attack plan for Japan/USA.  But a simple way to get 3 infantry out of a territory with a starting base, or the ability to buy new bases would I think change this dynamic considerably.
      They could also be useful in other areas of the map, such as in Africa, Scandinavia, China etc. Where the ability to produce infantry would still allow the areas to be contested, but without the distorting effects of produce mech/armor, or warships. If captured by the enemy the base is destroyed. What to do with the remaining Major factory unit is an open Q, whether to keep it the same or tweak it to fit with the new scheme.

      That is just one idea, I’m not sure if it’s worth pursuing or popular enough to support a redesign of the production scheme. But it seems like a base would be a bit more flexible than a minor factory. Just off the top of the head.

      What would you like to see out of a redesigned G40?

      posted in House Rules global 1940
      Black_ElkB
      Black_Elk
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