Message text michzeidler wrote:
Stieli1 wrote: I noted that in some scenarios, the ships charateristics differ greatly from the "good old" board game original, like ships with too many guns or hull squares, etc. E.g., in the basic rules, a 120 gun SOL1 has 18 hull squares and only 14 guns on each side. However, this badly influences game play and balance.
Did anybody mix up the basic game data with the advanced rules? If this continues, we can play "Space Invaders" and I want a SOL1 with laser guns and photon torpedoes. Hm, and a warp drive would be nice to bail out...
Who designs the scenarios anyway? I think I (and many others) could provide some input in form of old "General" issues covering WSIM and other compilations. Doesn't it all boil down to how balanced scenarios are and how playable? Besides the pirates and the notorious 3:4 the scenarios seem to be pretty balanced to me, so I don't see the need to fine tune guns and hulls.
Yep, but if that is the intention, we do not need to play WSIM at all. WSIM is a game about 18th and 19th century naval warfare and should remain so. The French had better ships, the English had better crews, some times the one or the other had the better position, or a different "geater objective", etc. And that should be be reflected.
A "historical simulation (aka: wargame)" tries to simulate certain aspects of it's topic. And if it fails to do so, it is rubbish.
If we only want "playable, balanced" games, let's play chess, checkers, halma, poker, you name it..... Or let's roll a die. "4 is better than 3 and you win". Fine. |
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