Muses on "Victory"
Posted: Sat Aug 07, 2010 4:18 am
One of the things that always irked me about all tactical wargames (and lets face it, with few exceptions most tactical wargames are about battles in complete isolation from strategic and or operational concerns) Without an overwhelming good reason to risk battle, what is a victory? Because of this all wargames have some sort of victory condition requirement that i feel is the most artificial part of these games. Almost all J Tiller games, as well as Panzer General tallied up the value of enemy killed, detracted your own killed and then add/detract for victory hexes held (This made it way to easy to stop risking yourslf cause you could keep tabs on the #'s and knew when you were in like flynn for the victory) .....At least panzer general was played in an operational context where to succeeed you really need to keep your core force whole to gain experiance to enable more victories... getting that "decisive win" was hollow if 3 of your 5 Star Tigers or Messerscmidts were destroyed because it likly meant you would have a very hard time your next battle... They were irreplacable.... In most games though, you can commit the Guards and destroy them in order to obtain victory without any second thought about it, especially when you can bean count exactly what and when the game will end....
I doudt if there is any easy answere for this, especially in the context of isolated battles... when does a battle end? When the sun sets? When x % of an army routs? Is a set % even remotely realistic?
Regardless, I do feel FOG has one of the better mechanisms for handling this, however, I often get annoyed with myself near the final stages of a battle, when I no longer really need to conserve strength, or even worry about keeping solid battle lines... Why, becasue I KNOW I only need to cause 3 more break points to my opponents army and thus can make costly high risk impact attacks, move lights around without regard for their safety if the game were to continue another turn, just to get a popshot against that unit at 56% strength to rout it...
LOL but I really miss that "feature" introduced in 1.28 that turned out to be a bug where the game at the end of your turn, even if you had reached your BP, would go thru the rallying and you could actaully rally yourself back into the game! (as could your opponent) I loved it for the 3-4 games I completed before it was patched back out....
I wonder if FOG games would develop more naturally and or realistically if your enemy BP's and BP losses were kept hidden.... For this to work , however, since it would be way too easy to keep track of this in your head, another mechanic would be needed.... One idea would be that each army is randomly assigned a plus or minus % in Bp's. So even if you counted the enemy BG's and tried to tally routs and frags , you would never be quite sure....
Any thoughts, comments?
I doudt if there is any easy answere for this, especially in the context of isolated battles... when does a battle end? When the sun sets? When x % of an army routs? Is a set % even remotely realistic?
Regardless, I do feel FOG has one of the better mechanisms for handling this, however, I often get annoyed with myself near the final stages of a battle, when I no longer really need to conserve strength, or even worry about keeping solid battle lines... Why, becasue I KNOW I only need to cause 3 more break points to my opponents army and thus can make costly high risk impact attacks, move lights around without regard for their safety if the game were to continue another turn, just to get a popshot against that unit at 56% strength to rout it...
LOL but I really miss that "feature" introduced in 1.28 that turned out to be a bug where the game at the end of your turn, even if you had reached your BP, would go thru the rallying and you could actaully rally yourself back into the game! (as could your opponent) I loved it for the 3-4 games I completed before it was patched back out....
I wonder if FOG games would develop more naturally and or realistically if your enemy BP's and BP losses were kept hidden.... For this to work , however, since it would be way too easy to keep track of this in your head, another mechanic would be needed.... One idea would be that each army is randomly assigned a plus or minus % in Bp's. So even if you counted the enemy BG's and tried to tally routs and frags , you would never be quite sure....
Any thoughts, comments?