GZG List archives -- January 2006

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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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