[WarInEur] RE: WarInEur Digest, Vol 40, Issue 37
Wardall Clark
baseballnut570 at hotmail.com
Wed Nov 21 22:41:35 EST 2007
Random options?
WOW, what a cool way to play? Learning the effectiveness of the enemies forces in the field.
NO WAY: Since the computer might skip the wrong ones,
YES BUT--what if the the computer set the duration of certain options according to random number
generation?
Blitz ZOC is a good example: the campaign game could start with the option in effect then turn it off a random
number of turns into the game. Severe Weather restrictions on supply could cease a random number of turns
Regards Blitz ZOC +Changing Unit Strengths + Sea Lion: Are these not all primarily historical
refinements? IF this combo of rules leads to an invasion that succeeds the Allies have mostly
themselves to blame for having left the chicken coup under-guarded and conceding Air Superiority
for even a week. BOB.
> Date: Wed, 21 Nov 2007 12:00:30 -0500> From: warineur-request at mailman.halisp.net> Subject: WarInEur Digest, Vol 40, Issue 37> To: warineur at mailman.halisp.net> > Send WarInEur mailing list submissions to> warineur at mailman.halisp.net> > To subscribe or unsubscribe via the World Wide Web, visit> http://mailman.halisp.net/mailman/listinfo/warineur> or, via email, send a message with subject or body 'help' to> warineur-request at mailman.halisp.net> > You can reach the person managing the list at> warineur-owner at mailman.halisp.net> > When replying, please edit your Subject line so it is more specific> than "Re: Contents of WarInEur digest..."> > > Today's Topics:> > 1. Random options (Hansen)> 2. Re: Random options (sgminfo)> > > ----------------------------------------------------------------------> > Message: 1> Date: Tue, 20 Nov 2007 13:56:58 -0600> From: "Hansen" <ultrasoundimages at sbcglobal.net>> Subject: [WarInEur] Random options> To: <warineur at mailman.halisp.net>> Message-ID:> <200711201953.lAKJrKNn029854 at inet06.hamilton.harte-lyne.ca>> Content-Type: text/plain; charset="us-ascii"> > What if there was an option for "random options". The idea is it allows for> a certain uncertainty in play. You can't be quite sure what the rules are> until you have a bit of experience in that game.> > I can think of a couple ways to work this. You could have a limited set of> options that can appear randomly. For example, the blitzkrieg ZOC allowing> for the Germans to move at a +1 through a ZOC or the partial combat odds.> These would be options that affect play. The UK would not be sure if Sea> lion option was available or not. The Russians and Germans wouldn't know if> severe weather option was in play.> > You could also have the option applied somewhat randomly. For example, with> the +1 ZOC option, players would move normally. Then the computer randomly> determines if they have more movement points based on the +1 ZOC rule. The> random chart could be bell curved with the highest likely hood being for> France. The same idea could be applied to combat with partial odds.> > You could also leave the "activation" of the option up to the player, thus> keeping tactical surprise for employing the increased capability.> > The basic idea is to keep the exact capability of the armies (as judged by> the rules) to be a bit of a mystery, just as it was in the real world.> > Imagine having the changing UK troop values and applying it randomly. First> time a unit goes into combat, it is randomly determined to be "full> strength" or at the reduced strength.> > You could extend the idea to other areas like air warfare. There could be a> percentage chance for a +1 or -1 modifier to the die roll which would> represent the give and take of air plane technology development.> > - John> > > > ------------------------------> > Message: 2> Date: Tue, 20 Nov 2007 21:33:24 +0000> From: sgminfo <sgminfo at aol.com>> Subject: Re: [WarInEur] Random options> Cc: warineur at mailman.halisp.net> Message-ID: <474352A4.6090106 at aol.com>> Content-Type: text/plain; charset=ISO-8859-1; format=flowed> > Hansen wrote:> > What if there was an option for "random options". The idea is it allows for> > a certain uncertainty in play. You can't be quite sure what the rules are> > until you have a bit of experience in that game.> > > I think the concept is excellent,> working out how to implement it> is a deal more difficult.> > Options are not of equal weight,> and the consequences of some> random combinations> may be somewhat dangerous...> > For example,> changing unit strengths plus blitz ZOC plus sealion> > for example.> > Or the Russians running for the hills, not knowing that the Soviet > Collapse rule is in effect...> > Or DAK preparing and arriving in North Afrika thinking they have the > Italian logistics option, and finding they do not...> > I am not saying it won't work,> I am saying we need to be careful to study the effect of this in a game...> > > It can be easily simulated,> a third party sets the options,> and does not either side what has been chosen....> > So a coupleof you out there can game out such an option,> either beta testing CWIE 2> or using CWIE 1> > Both are equally valid for such a test,,,> > > -|steve|-> > > > ------------------------------> > _______________________________________________> WarInEur mailing list> WarInEur at mailman.halisp.net> http://mailman.halisp.net/mailman/listinfo/warineur> > > End of WarInEur Digest, Vol 40, Issue 37> ****************************************
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