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Re: [GZG] ground combat campaigns

From: Robert Mayberry <robert.mayberry@g...>
Date: Mon, 28 Dec 2009 14:43:56 -0500
Subject: Re: [GZG] ground combat campaigns

That's why I decided to abandon "clock time" in favor of "strategic
time".

Most of your decisions are being made automatically; either by your
subordinates, or your advisors (with a rubber stamp) or by heuristics
you use privately. We want to minimize those in a campaign system, and
focus on the few decisions which really matter.

In that context the economic, political, organizational, technological
and logistical factors are still important, but they shape the nature
of the decisions you are presented with, rather than creating a
deterministic link from situation to outcome. I don't like games which
are decided in drydock when you design your ships; I like games where
your ability as a gamer during the game itself decides the outcome.

To me, the fruitful question is: "What decisions will a
general/admiral make in a future war?" I'm thinking that computers are
already to some extent automating supply (logistics) chains. What
WOULDN'T be automated? I'll have to leaf through Sun Tzu again. :)

Rob

On Mon, Dec 28, 2009 at 12:48 PM, Oerjan Ariander
<orjan.ariander1@comhem.se> wrote:
> RBW wrote:
>
>> The problem I've met with Full Thrust campaign systems (most
certainly
>> including ones I've worked on myself) is that if tactical
considerations
>> feed up into the strategic level - at the simplest level, "I won this
>> battle, so I'll have more forces available for the next battle and my
>> enemy will have fewer" - then one side tends to build up a momentum
that
>> makes the later battles rather less fun for the other side. (It's
>> entirely realistic, of course...)
>
> Well... it *could* go that way. Or it could go "I won this battle, the
enemy
> fell back on his base areas - so now I have even more systems to cover
with
> slightly fewer ships than I had before, and it'll take my
reinforcements
> even longer to reach me..." :-7
>
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