GZG List archives -- January 2006

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Re: [GZG] Re: Points systems



Hugh Fisher wrote:

Nobody with more than half a brain believes that a points
system in itself prevents unscrupulous players from coming
up with min-maxed unrealistic designs.  There are too many
cultural, economic, political, logistical, etc factors
that affect real armed forces composition for any points
system to handle.

Very much so. To elaborate on this:

ALL realistic designs are min-maxed - as in "designed to give the maximum possible amount of bang per buck spent". That's why all tanks today have a single more or less centrally-placed turret and a single main gun (now that the S-tanks have finally been scrapped, except for a few museum exhibits), for example: the rivalling multi-turret/sponson, multi-gun designs simply weren't as good a use of the money, men and industrial resources as the single-turret, single-main gun tanks proved to be.

Thing is, real-world designs measure both "bang" and "buck" differently than a tactical game like Full Thrust does. In Full Thrust, the only thing that matters is tactical combat power and the only cost that balances the combat power is the one-time NPV or CPV cost paid for the ship. In the real world OTOH strategical and operational factors like transportability/strategic range, reliability, operational range, maintainability given existing infrastructure etc. etc. matter at least as much as the tactical combat power, and the costs include development, procurement and operational costs (all of which may include a large amount of pocket greasing) to name just a few. As a result, the weapons and vehicles that give the most real-world bang per real-world buck for nation A might not be cost-effective at all for nation B (if they're able to operate it at all)!

Unfortunately, the only way to reflect all these strategical and operational factors in Full Thrust *tactical* games and thus get the players to "voluntarily" design "realistic" weapons and vehicles is to play a campaign with very detailed rules for the campaign economics... or, like Hugh said, use army/fleet lists. 'Course, even with army lists you'll still get players who only field SS divisions (because there were battles with only SS divisions involved, so the lists have to allow for forces like that too) :-(

[The only other comment I had to Hugh's post was the same one John A. already made, so I don't have to :-) ]

Regards,

Oerjan
oerjan.ariander@xxxxxxxxx

"Life is like a sewer.
 What you get out of it, depends on what you put into it."
-Hen3ry

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