veji1 wrote:to me the key should be to find a simple way to encourage ACTION in the game, the players know how history went, how with time the Union becomes a steamroller. But the game dynamic should still encourage aggressive action from both and more so from the Union. I just want the game to make 61 and 62 fun to play, with those sweeping campaigns we saw in the game.
grimjaw wrote:If you want to break the economy down into where what raw resources were produced that could be a stand-alone game just as complex as CW2 is
This is what I was getting at when I objected to breaking down resource production into the system proposed. I don't necessarily think that the current CW2 system is perfect or ideal. But I didn't think what I was reading was an improvement. It left me thinking, OK, this is definitely more *complex* but I don't see where I'm benefiting as a player, nor that the model proposed is any more accurate than the current one.
elxaime wrote:Probably the best way to do that is to use a combination of the random leader values option plus randomizing leader names. Granted, people won't necessarily like commanding the Army of the Potomac with someone named William Bumpkiss, but if you randomize the names as well you will be closer to the historical situation where Lincoln and Davis didn't know what they would get and had to do things on the fly. I would go even farther and apply some fog of war to the leader values themselves. The numbers would slowly appear as leaders participated in battles. But folks who hadn't fought yet would just have a question mark. But not sure the system can handle it though.
The main problem with things as they stand is that everyone knows exactly which leaders can do what. Knowing this, it makes sense for the Union to be more cautious than historically in 1861-1862.
Captain_Orso wrote:We discussed random characteristics, hidden characteristics and random-hidden characteristics for leaders a lot in brainstorming. There are a few factors which lead to it not being developed.
One of the reasons the South held out so long was that it took the Union damn long to find the leaders with the right stuff. The leaders who historically eventually cooked to the top of the cauldron also went through their own learning processes to get there, which also encompassed learning their trade at a level they had never experienced. Their superiors were not always waiting with open arms for them either.
So imagine a game with random-hidden characteristics. It's July '61 and the South is defending Virginia with a bunch of leaders--unannounced to him--in the caliber of Floyd, while the Union is fighting--through random chance--with leaders in the caliber of Grant, Sherman and Sheridan. Even if the players don't know their characteristics, they will soon find out when an irresistible blue wave roles over them and on to Richmond. As the newspapers had predicted, the troop are home by Christmas. The best thing that can be said about this playing of the game, is that it was over quickly. Completely random characteristics always risk extreme imbalance. You wouldn't play chess either if the pieces each side gets were random.
Hidden characteristics alone also bear imbalance with it. You have to introduce all the leaders a player gets in within a time frame all at once. Otherwise the player can know who a leader is from when and where he spawns. The Union has far more leaders than he can reasonably use enough to discover the characteristics of each and every one of them. Try finding Grant under 40 leaders just by battle results. Good leaders will get lost in the masses, which raises the question, "how many good leaders got lost in the masses in reality?". Should there be non-historical leaders that might be "found"? Can there be any balance in the game, if knowing who your good leaders are, happens by random chance? And without knowing who they are, the player cannot use them properly, and thus the ability of the player to play the game as it was designed to be played, becomes random.
It always sounds quite appealing and romantically challenging, the thought -what if the player were were faced with the same plight as Lincoln in his search for the men with the right stuff-, but in reality, many of his choices were practically forced upon him by politics, and the range of his choices were rather limited. He wasn't picking division and corps commanders; he was picking army commanders. His greatest challenge was to get those commanders to fight the war successfully and not destroy him politically.
This challenge, the player can have without random-hidden leader characteristics. That's what this thread was started about, how to get the Union player to do something in the first two years more than build an even larger army and wait for better commanders.
ohms_law wrote:There's a lot more to the "Southern 'baked-in' leadership edge" than a West Point degree. The majority of them served in the Mexican - American War, if nothing else.
I agree that the Union found some of the better commanders, eventually. Remember that Grant, for example, had been an officer before the war, but was unable to deal with the peacetime army (politics, and such).
ohms_law wrote:There's a lot more to the "Southern 'baked-in' leadership edge" than a West Point degree. The majority of them served in the Mexican - American War, if nothing else.
I agree that the Union found some of the better commanders, eventually. Remember that Grant, for example, had been an officer before the war, but was unable to deal with the peacetime army (politics, and such).
Z74 wrote:Best solution with generals is to give them a degree of stat/skill/attribute randomization + a degree of unknown stats the player needs to find out (this is the approach GGWBTS took and it works very well. Offensive stats revealed only if you attack with that general, for example) + a small shuffle of those stats when the general is promoted.
Captain_Orso wrote:That doesn't sound bad.
Z74 wrote:That's a total incognita for the players of both sides and it builds a big set of losses for the Union because the player can't avoid attacking blindly at the beginning and he knows the basic stats of CSA are higher while the level of randomization can be customized so it doesn't go too far from historical values.
In case it's on, it can be mild, medium or completely random.
However, as far as I can remember, WBTS lacks the option of a "small" shuffle in case of promotion.
What it has, instead, and this is what I had mistakenly assumed at the beginning as "promotion change of stats" I had mentioned, is another couple of stats that only come into play when a general assumes the role of Theater Commander or Army Commander.
In order to reveal those stats, the player has to give the generals those promotions because without assuming that role, the key stats it employs can never be revealed (they are not used by normal generals).
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