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Posted: Tue Oct 18, 2011 11:26 am
by Cybvep
You don't get it, right? It's not "my description of RL", the transfer happened IRL and had important consequences during WWII. The Soviets also managed to stall the Germans (at a huge cost) by forcing them to engage in heavy fighting for every city (sth which the Blitzkrieg doctrine was trying to avoid). I don't make up those facts. Of course, the exact effects are always debatable, but then, it's always the case.
Also, I want to emphasise the fact that I like the game and I think that in most cases it's pretty well balanced, but it represents some things in a better way than other ones.
However, this discussion is pointless if the devs don't want to add new features.
Posted: Tue Oct 18, 2011 2:14 pm
by Kragdob
Cybvep wrote:You don't get it, right? It's not "my description of RL", the transfer happened IRL and had important consequences during WWII. The Soviets also managed to stall the Germans (at a huge cost) by forcing them to engage in heavy fighting for every city (sth which the Blitzkrieg doctrine was trying to avoid). I don't make up those facts. Of course, the exact effects are always debatable, but then, it's always the case.
I'm not saying you are making yours "description of RL". I agree that Barbarossa looked like you described it (more less) but the point is that in order to program even only a part of what you suggest would be making this part of the game into "micromanage Soviet economy in 1941". Statistical outcome would be pretty much as it is now (and was in history) and some Players happy that they have higher degree of realism while many others unhappy that in order to win they need to plan not only army but also how to evacuate Soviet industry.
The game doesn't have many things that were in the real world. For me what would be fun is diplomacy and chance to swing minor countries into Axis or Allies. But this would start making game complicated to the point that very little would like to play it.
Once I heard the description of great game that is should "create options not rules" and I am happy this great game stick to that.
Posted: Tue Oct 18, 2011 10:21 pm
by avoran
A couple of thoughts:
1. what about the 'morale' (efficiency penalty) approach - not nearly so much reprogramming involved in that?
2. can anybody actually show me an AAR by a good player where the USSR defends further west than Moscow?
OK, you might ask, does it matter? Maybe not. But adopting this approach might create some interesting trade-offs for the Soviets at comparatively little cost in terms of development.