GZG List archives -- January 2006

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RE: [GZG] Re: Points systems



Hi,

Stepping lightly here (after Laserlight suggested we let it die..., so I'm going to jump in anyway....)

 The problem is not with the VP rules
specifically, but the how the player implements the rules.

Actually, the problem some people are having *is* with the VP rules specifically.



Define military goals - there are tactical as well as strategic goals.
You are focused on the tactical goals - how to kill the enemy ships on
the board, but strategic goals may be very different. As in previous
posts I have mentioned strategic, logistical, political or other reasons
that may over-ride some tactical considerations

I think the problem people have with what you've suggested is that the system doesn't allow ME to know what MY strategic goals are. If the VPs are blind and players are allowed to assign them completely at will without any rational process, then when you choose how to organize your VP, you are not defining how I can win the game, but the conditions by which you will lose or not lose the game. You're defining what your strategic weaknesses are rather than letting me decide what my strategic goals are. So, your strategic weaknesses exist in an information vacuum, and I have no idea. Thus, any rational process I use to plan my tactics is just shooting in the dark.


In most circumstances, any military worth their salt will have a pretty good idea what their own strategic goals are. That's why you have intelligence agencies, and why you watch your potential opponents during peacetime. As other people have commented, your system allows me to go into battle with *no idea* what my strategic goals are, because you've defined them and keep them hidden. That means that there is no rational basis for me to choose my tactics for the battle. SO, a player may choose to shoot up ships at random, or chose a tactical plan based on what they think is sound judgement. But there is no obvious correlation between what I the player think is my sound judgement and what the actual victory conditions might be. In other words, I might have a great battle, play well, have good luck, and discover at the end that I've lost because you put 1 point into everything except on ship that was worth 20 points.

I know that this is an extreme example and I agree that *any* system like this will be open to abuse by people who choose to take it to extremes. But that doesn't relieve the concern people have. There has to be SOME rational basis by which I translate my understanding of the strategic situation into a tactical plan for the battle. That requires that I have some understanding of what MY strategic goals are. More importantly, there has to be some kind of connection between what I think my goals are and what the victory conditions of the game are. Otherwise, victory is basically just random - and that is what is bugging people about this.

I know exactly where you're going with this, and I applaud the idea. You want to introduce an element of "poor intelligence" into the game. There may indeed be situations where you have a weakness that I don't know about, or where my view of the strategic situation is incorrect or misguided. Your system seems to be a bit, well, extreme. I know *nothing*; so rather than having poor intelligence, I have *no* intelligence.

This is why Jon's suggestion of "minor" objectives on cards seems to work a bit better. They can add flavour, without producing a complete disconnection between what people *think* is going on and what is *actually* going on.

Sure, there are situations in which a commander is completely mistaken or gets it wrong. To use an example that came up recently - if the Japanese had been able to sink the cruiser carrying the a-bomb across the pacific, that would have been worth much more "victory points" than sinking any other cruiser.

But this sort of thing should be the *exception* not the rule. Most of the time, I should have a good idea what my strategic objectives are, based on my intelligence, etc etc etc.

I think why people continue to have a problem with your system is that it *never* allows me to have a good idea what my strategic objectives are; in other words, the "a-bomb on this cruiser" situation is going to happen all the time.

Now, I can see this happening if you're playing a situation in which your forces truly have no idea whatsoever about the opponents. From the GZGverse: Humans vs. Kravak at the beginning of their war, for example - the humans haven't got a CLUE what makes the Kravak tick, who they are, where they're from, how many ships they can build of what type in what time, etc etc. etc. But if you're playing a game between the ESU and the NAC, both sides are going to have pretty good ideas about the other sides' productive capacity and strategic situation. They might be wrong in some detail in a given battle, but *in general* they'll have a fairly decent idea of what their strategic situation is and what the other guys' situation is.

Anyway, I'm starting to beat this point to death, so enough.

I think your idea is a good one. It just needs to be finessed a bit, so that it is less extreme.

:)

(Now, if it wasn't 5 in the morning and I wasn't asleep at the keyboard, I might even have some kind of constructive suggestion...)

-Adrian

Adrian Johnson
adrian@xxxxxxxxxxxx
www.stargrunt.ca



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