Hi taamvan! Great post
:-D
I think there are two key issues with G40’s developmemt that make it particularly difficult. The first is that it was designed as two stand alone games, put together. Many of the things that strike me as somewhat sloppy about G40 can probably be attributed to that approach. The separate theater games (though not without their own internal issues) seem to scale somewhat better, in terms of rules overhead and play pace, than the larger combined monster.
The second issue is that the initial playtesting for this thing was totally reliant on FtF anecdotal feedback, which is just always slower and less comprehensive. It’s hard to know what info in the various alpha phases, came from actual games played, or just from solitaires, or simply imagining what might happen. I know it wasn’t tested using tripleA, because we hadn’t built G40 into it yet haha. My guess is that part of the appeal you find in the balance of the balanced mod, is that it was first hacked into tripleA, and then underwent a serious testing period, with several changes made based on feedback and analysis of game saves. I think this is really the only viable way to go, with a digital alpha. Otherwise it just takes too long to gather gameplay evidence.
In the pages of this thread, and elsewhere on these HR forums, I’ve often been torn between a practical desire to fix the existing games to my satisfaction, and a less practical desire to influence the development of a new type of A&A gameplay, or at least muse on general ideas that make a cleaner break with boxed game. I think the reason CWO suggested that I start this thread, was to really put the focus on the later, but I am continually pulled back to adjustments for the boxed game, since it’s more expediant and we all own it.
For a long time, and still really, my main interest was in basic map design and the production spread. I think there are so many underlying issues that could be easily addressed by a different approach there. I kind of ‘went off’ at one point, probably a bit too harsh, trying to make the case against zero ipc territories…
http://www.harrisgamedesign.com/phpBB3/viewtopic.php?t=18480
I still totally stand behind all the points I tried to make in that conversation. But at a certain point, it’s like OK there doesn’t seem to be a 3rd edition anywhere on the horizon. So outside of tripleA mods, or printing custom map materials like at HBG, we’re kind of stuck with the boxed map.
I think the core ruleset is somewhat easier to change. The ideas proposed recently are pretty different than anything I’ve seen proposed for the official products before, but still usable with the boxed materials, which is why I think it has promise.
I’ve always felt that National Objectives were unnecessarily complex, ever since they were introduced in AA50. I use them like everyone else, and have participated in the discussions about new NOs that might represent an improvement. But to me they have always seemed like afterthoughts. The sort of thing that might have been used post testing to create the desired play balance, but which involve so much overhead and tracking, that I’ve always found them full of headaches as a starting point. Maybe it’s just the Classic player in me, that still prefers a more simplistic or streamlined approach to the design whenever possible. I’m not opposed to new NOs, but I would like them to follow the desired balance and play patterns. For example, when determining what the exact bonus value needs to be for a given objective, so that it actually serves to drive the gameplay, rather than being ignored as “not enough cash at stake” to make such and such worth doing. If we add NOs or change existing NOs, to me it makes sense to do that once we know what is actually needed, for example to make worthless islands interesting, or to pull players off the center crush, or make a given powers economy sustainable etc. My first step in terms of balance adjustments, would be to raise the value of existing NOs, if the OOB ones aren’t adding enough to the gameplay. Then consider adding others, if they’re needed for the proper give and take.
For a full set up change, I have next to zero confidence that anything I might propose would be broadly acceptable. It’s frankly hard for me to see which criteria were used to map out the distribution of forces for the boxed set up in the first place. You can imagine that it was all very scientific and systematic, using Larry’s DaVinci code to determine which territory or sz would get such and such units. But something tells me that’s not how it went down in reality. Instead I think some arbitrary choices were probably made in the first draft, and then become fixed, as it moved through successive iterations. Like alright so we have Egypt with such and such, now how many Germans do we need in North Africa? Or we have such and such in Japan, now what do we add to the Philippines for that to make sense? I think probably the same occurred with the production spread. Building off arbitrary choices initially, but which are then fixed to try and create an opener that “feels” right. I don’t know if I have the energy to go through a process like that, or that it’s even necessary. When it’s still possible to just use what we’re given as a point of departure, change some rules, and still perhaps arrive at the kind of gameplay we want.
Well anyway, one can hope. I’ll keep my rabbit’s foot at the ready lol
:-D
To the specific San Francisco HR discussion… Ok if submarines not hitting submarines is off the table in tripleA, then we need to go another route. I think the 1:1 for dd/ss is still a contender in that case. It doesn’t alter the complex interactions that players have already memorized, just scales them in a way makes subs more attractive. I’m not sure it goes far enough to make subs truly independent of surface fleets, but at least it makes them harder to blast out of the water with a single dd and a gang of aircraft. I’m still all ears, if we can think of a better rule for subs, that still follows the kiss formula.
The replies from CWO and L.Hoffman have me feeling pretty comfortable about the defensless bomber, the AB+2 and the M3 cruiser. The M3 transport requires a bit of imagination to justify, but it’s effects on the gameplay are interesting enough that I would be willing to propose whatever abstractions and contortions might be required to defend the idea. If it’s poison gas, at least it’s got the charm of Nitrous Oxide, and Japan and America can both laugh their way into a Pacific naval meltdown hehe.
No A&A HR I’m aware of has ever attempted to introduce a separate rate of movement for transports on the water. Since Classic it’s always been M2 for everything. Even the NB+1 introduced in 1940, still treated all ships the same way for the bonus. Here you have something rather different. I think it has the potential to be at least as significant as the tank blitz on land, something that will drive the play patterns on the water, in directions we haven’t quite seen before.
Ps. I like that last suggestion Baron about the VC escort too. We’ll keep it in the back pocket. I can also imagine other possible ideas for a simple aircraft movement bonus in 42.2, like having the movement from an island into a sz not count towards the total (something we once discussed for zero ipc Pacific Islands) but perhaps only if the plane is conducting SBR or flying escort? Something like that might work if it’s needed.