Amateurs study tactics, genuises (like you claim to be) study logistics, and gods like me study strategy, which is why I only play wargames.
Your lack of recognition of the original quote is quite telling. Stop embarrassing yourself.Gen. Robert H. Barrow said:"Amateurs talk about tactics, but professionals study logistics."
No. This would be what I would call a cRPG that doesn't fail at the party management part.That is usually what you would call a strategy game Awor.
Your lack of recognition of the original quote is quite telling. Stop embarrassing yourself.
What does that have to do with anything? Ideas and principles have no nationality. I don't care how edgy and anti-american you are.Your lack of recognition of the original quote is quite telling. Stop embarrassing yourself.
Whatever actions of valor of this fine gentleman seem to be, should I feel embarassed ignoring that the finest Arts of War of Humanity would have suddenly been discovered by modern times officers that lost to "third world peasants" ?
Since US > * seems to be a trend, should I also perhaps acknowledge the absolute military genius in invasions of countries with sugar as weapons of mass destruction ?
Well, you could go even further back and stick to Sun Tzu, but sticking to any such "originals" in modern times is a grave mistake because the battlefield changed massively since the time of Sun Tzu, and even from the time on von Clausewitz. Retaining some of the more general ideas coming from them is all well and good, but giving them more importance than they are due on the modern battlefield is going to get you, your men and everybody you're protecting dead as a door nail... and maybe even glowing in the dark a little.I usually prefer to stick to the originals : de Jomini and von Clausewitz.
Chill dude, it's Awor, his little world, his specific definitions nobody else recognizesThat is usually what you would call a strategy game Awor.
Not really, an RPG done well is still an RPG.Chill dude, it's Awor, his little world, his specific definitions nobody else recognizesThat is usually what you would call a strategy game Awor.
It only proves the idiocy of the American government/command. They went to foreign countries with no idea what to do, they went to these countries without realising that achieving their goals (which weren't clearly defined in the first place) may require doing something which they have no political will to do (so, they have pursued unachievable goals). It's not something that one expects from a modern country.What does that have to do with anything? Ideas and principles have no nationality. I don't care how edgy and anti-american you are.
If you're trying to imply that the US military lost to "third world peasants", you are sorely mistaken and/or un/misinformed. The American defeats to "third world peasants" were/are a result of a lack of political will and lack of a clearly defined militarily achievable goal. If they wouldn't have hamstrung themselves on purpose, all those victorious underdogs wouldn't have stood a snowball's chance in Hell.
Yeah, I live in a special world where PnP RPG manuals have whole chapters on travel and survival, have tables dedicated to everyday use equipment and transport vehicles, have non-combat hirelings and followers, etc.Chill dude, it's Awor, his little world, his specific definitions nobody else recognizes
Yes. US keeps repeating its own mistakes, over and over again. Arrogance and misguided belief that brute force and money win guerilla/civil wars, it never changes.It only proves the idiocy of the American government/command. They went to foreign countries with no idea what to do, they went to these countries without realising that achieving their goals (which weren't clearly defined in the first place) may require doing something which they have no political will to do (so, they have pursued unachievable goals). It's not something that one expects from a modern country.
What does that have to do with anything? Ideas and principles have no nationality.
I don't care how edgy and anti-american you are.
If you're trying to imply that the US military lost to "third world peasants", you are sorely mistaken and/or un/misinformed. The American defeats to "third world peasants" were/are a result of a lack of political will and lack of a clearly defined militarily achievable goal. If they wouldn't have hamstrung themselves on purpose, all those victorious underdogs wouldn't have stood a snowball's chance in Hell.
Well, you could go even further back and stick to Sun Tzu
but sticking to any such "originals" in modern times is a grave mistake because the battlefield changed massively since the time of Sun Tzu, and even from the time on von Clausewitz.
Retaining some of the more general ideas coming from them is all well and good, but giving them more importance than they are due on the modern battlefield is going to get you, your men and everybody you're protecting dead as a door nail... and maybe even glowing in the dark a little.
Von Clausewitz is just fantasy
Logistics are an extremely important part of adventurers. Food, extra clothing, shelter, ammunition and other supplies need to be carried to the action zone, wounded, loot, etc. need to be carried from the action zone to the base of operations.
Realistically, a successful adventuring party would probably own some wagons and hire guards, cooks, carriers, horses for them, would own or rent some kind of a magazine and housing for storing the items and personnel. All of it would cost and reduce the ultra-rich adventurer that doesn't know what to spend money on effect.
Chill dude, it's Awor, his little world, his specific definitions nobody else recognizes
AFAIK even OD&D had logistics. cRPGs are horribly backwards when it comes to that stuff.I don't know what else is supposed to be included in the package, but so far it definitely sounds like a cRPG I would like to play.
I've been wondering this recently. As much as I enjoy RPGs with tactical movement and control of my characters, I rarely find the encounter design to support it.
Usually, you just have to figure out how to use your party of about 6 characters one way and that will let you sail through 95% of the game's combat. This is boring and time consuming, as many have noted in Expeditions: Cortez.
The promise of tactical combat is that the player will need to make some interesting choices during the battle. This happens so rarely that I'd almost consider it against most game designer's intentions.
So, as the title says, what is the point? Why should we care about any combat system, especially a turn-based one, that is essentially a task in micromanagement and baby-sitting?
I'd love to see a tactics game primarily designed around the feature of allowing players to write scripts for their characters. Certainly allow the player to intervene, but when a 4-line script that remains unchanged for 90% of combat shows up on the lead designer's desk it might push encounter design to a priority.
Everything is shit.Yup.
I remember a waterskin being always the first item I would buy with my newbie coins in *every* MUD I used to play. Probably the same in our (A)D&D parties, even if I now think that (A)D&D aged pretty bad (for other reasons).
<AI> : regression since JA2
<Modding editor> : regression since NWN
...
But all is well, since we still have got Skyrim, right ?
Chill dude, it's Awor, his little world, his specific definitions nobody else recognizesThat is usually what you would call a strategy game Awor.
What I want to see is a game that has varied and interesting encounters.I'd love to see a tactics game primarily designed around the feature of allowing players to write scripts for their characters. Certainly allow the player to intervene, but when a 4-line script that remains unchanged for 90% of combat shows up on the lead designer's desk it might push encounter design to a priority.
No offence, but anything like what you describe sounds extremely silly to me. DA:O did an attempt at such a system, and it scored a legendary fail at it. Even if it had worked as designed, why would you want a game that essentially plays for itself, while watching the visual effects and listening to the music of your battles ?
I've been wondering this recently. As much as I enjoy RPGs with tactical movement and control of my characters, I rarely find the encounter design to support it.
Usually, you just have to figure out how to use your party of about 6 characters one way and that will let you sail through 95% of the game's combat. This is boring and time consuming, as many have noted in Expeditions: Cortez.
The promise of tactical combat is that the player will need to make some interesting choices during the battle. This happens so rarely that I'd almost consider it against most game designer's intentions.
So, as the title says, what is the point? Why should we care about any combat system, especially a turn-based one, that is essentially a task in micromanagement and baby-sitting?
I'd love to see a tactics game primarily designed around the feature of allowing players to write scripts for their characters. Certainly allow the player to intervene, but when a 4-line script that remains unchanged for 90% of combat shows up on the lead designer's desk it might push encounter design to a priority.
I am not sure that I understand the point here. I am not trying to be sarcastic, so please hear me out.
Expeditions conquistador is a boring game. Using that as an example for instructing TB tactical games as boring is probably not very fair. Why is it boring? The reason is lack of depth in the tactical options (i.e. The number and utility of options) and the completely mechanical placement of encounters that are devoid of real challenge. The first may be evident unto itself; if not please just ask me and we can discuss. The later is all about Artificial Intelligence.
Let me explain briefly.
What I understand about games is that I should NOT expect infinite replayability from them. I admit that this is the central most important assumption I make when I write what comes next. Moreover I am assuming here that NO game is made to be impossible to beat. All games have, what we call, 'artificial difficulty' that makes them hard but not outright too difficult to beat. This means that game difficulty is NOT meant to be an NP problem, but rather a solvable puzzle, especially made to appeal the given player base.
What I want from games, however, is that if I play a tactical battle, it should be *challenging* in the sense that the AI should make me think what possible strategies I can employ to defeat it. As long as there are not only 4 (example) ways to defeat it, the game is actually good for some try outs. The most widely used *challenging* combats in cRPGs comes from HP bloats or immunities/resistances, which are the worst form creating challenge. This only prolongs the battle and does not really encourage 'out of the box' thinking or 'puzzle solving' attitude of challenge, but rather forces you to utilize hamfisted tactics. These tactics are usually as cheesy as the enemy abilities or involve using broken mechanics.
The alternative to this is improving the enemy AI so that it can respond to your non-cheesy and non-broken tactics in a reasonably intelligent way. This is particularly easy in a Turn based game as the possible number of moves enemy can make are limited and the possible things you can do, equally so. The funny thing is, this is all quite nice to describe but hard to implement. It is made even harder because our current generation does not really want to be challenged, instead being more interested in 'story' or 'social' aspects of games.
Thus, it is actually possible to tactical games that are interesting and fun to play. But unrealistic expectations from them (like super AI or too much replayability in terms of battles) will not really be fruitful.
That's why I kept highlighting Blood Bowl as an example. There are many different playstyles for every team you face, and if you add the short-long term leveling considerations into it, a Blood Bowl 'ideal league environment' would make it a great competitive tactical AND fun experience.Encounter variety, enemy variety, and ability variety are what maintain fun in a tactics game. Braindead zombies that always attack the nearest enemy are actually *more* fun to fight than zombies that use perfect flanking and 5-foot steps.