GZG List archives -- November 2006

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RE: Blue Sky Thinking (was: Re: [GZG] re: Wanted)



David Rodemaker wrote:

Unfortunately many game designers confuse the game-balancing points cost
system with the "in-background" *economic* costs required to build and
operate these highl-tech units, and that inevitably leads to disaster
(since the entire "in-background" purpose with tech development is to allow
the design of units which give *more* bang per (economic) buck than the old
technologies did, whereas the entire purpose of a game-balancing points
system is to give the *same* bang per buck regardless of tech level)...<<

That's a point that I think I was on my way to making - but never really got there. It's the similar reason why so many custom built fleets look so wonky - nobody is constrained in having to build ships that had to do anything but conduct war (let alone anything like a political limitation on what or how to build things). Related is the idea that fleets have to do more than just fight war - they have to show the flag, escort shipping, etc. etc. etc.

Sort of the reason why I don't mind fighters being so damn effective - we
play campaigns and as valuable as the fighters are - the pilots are much
more so...

In other words, you don't find fighters terribly effective because you don't use the standard points system - instead you've added extra costs (ie., the costs of training fighter pilots and transporting replacement fighters+pilots to the front lines) to keep the fighter usage in check.


As a contrast, I've heard of quite a few campaigns that broke down because they *didn't* consider logistics at all - which made massed fighters extremely lethal to mobile forces, and massed missile boats extremely lethal to stationary targets :-/

Later,

Oerjan
oerjan.ariander@xxxxxxxxxx

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

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