GZG List archives -- January 2006
Re: [GZG] Re: Points systems
On 1/11/06, B Lin <lin@xxxxxxxxxxxxx> wrote:
> Again you are taking the example to the extreme. In this case, the
> mission is known at the beginning of the game, which is to score more VP
> than the opponent. The details of which exact ships are worth what VP
> are hidden, but a) you know the total VP the opposing fleet is worth, b)
> you know how many ships he has - this is a closed data set and the
> method is to eliminate the possibilities until your goal is reached.
Your mission should not be stated in artificial gamesmanship terms.
> By your example, most FT games don't have a specified mission. As far
> as I know most games are played until the players feel that one side has
> won (usually by counting up NPV destroyed). But they don't set a
> specific value of NPV or any other real goal. NPV has limited value in
> determining overall victory value as evidenced by the debate of value
> per point of small vs. large ships (i.e. are 300 NPV of DD's the same as
> a SDN of 300 NPV?) VP actually brings more definition to victory
> conditions - whether you choose to base your VP on NPV or other factors
> is an individual decision, but it allows different players to play
> within the same conventions to achieve a commonly known end point.
Most FT games do have a specific mission. Engage the enemy and
inflict enough casualties to destroy that squadron without suffering
disproportionate losses. That's a very simple, easily understood
mission. NPV is a measure of the relative value of the various ships.
It may be an imperfect system (as you mentioned) but it has a
rational basis--the larger a ship is, the more points it costs (in
general) and hence the emphasis on capital ships as the main driving
factor in determining victory.
John
--
"Thousands of Sarmatians, Thousands of Franks, we've slain them again
and again. We're looking for thousands of Persians."
--Vita Aureliani
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