Paul wrote:
... it is all there in the User Manual but it's not all in one place so there's no clear and logical explanation.
I know how the Command Ranking (and relative rules) works. I know Command Ranking provides a reason to encourage players to keep their troops with a complete command structure. Keeping their troops with a complete command structure is good. But my argument is that looking at the overall picture, the reason provided by the current Command Ranking (and relative rules) is not a good one and is not a reasonable one. It is just a fake one.
Blake wrote:
Madden NFL 2024 has 53 different ratings for each player. Is this where we are headed in our games? I wouldn't think so.
In my last post, I didn't imply Command Ranking or Disrupted should/must be divided into more categories and values, which will have pros and cons. More likely, more categories and values will bring more cons, more designing difficulty, and more endless debates to a simple game.
I mean "Command Ranking" or "Disrupted" or many other elements in wargames is an abstraction. Abstraction is not reality and so they have strong points and weak points in different cases for simulation. Designers need to take care, in most cases of the game, not to abuse abstraction and not to magnify the weak points of abstraction. It is a pity that I think the current Command Rules in the games magnify more weak points from the abstraction of the "Disrupted".
It can be OK and players can "ignore" the current Command Rules and just need to keep their troops together in the game because the Command Rules are really weak. But if we are talking more deeply into it, I would say, yes, the current Command Rules are bad.
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If there is no agreement on "Command Ranking" and "Disrupted" (and all the relative rules) first, there will not be a meaningful debate on Lee's Command Ranking in Gettysburg, but just boring quarrels.
So I have no more thoughts to share on that. Just two other points.
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Assuming that there is an ideal wargame with ideal Command Rules to go more with real command, except for "What Command Ranking should Lee have in Gettysburg", there is one more interesting question - "
Should Lee or other overall commanders in the game have a Command Ranking?". I think Blake mentioned a similar question in the last post.
This answer is open. It depends on who you think you are roleplaying in the game.
- If you think you are playing Lee or other overall commanders, the individuals in the battle, the overall commanders should have Command Rankings.
- If you think you are taking the place of the individuals in history and playing yourself in the position of the OOB, the overall commanders should not have such Command Rankings, which should depend on your performance in this game this time.
My answer is open. I think both can be OK in designing. Even a certain kind of mixture of both can be OK - Some objective factors are limited by Command Ranking while some subjective factors are determined by players.
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I want to mention that the Command Range can be adjusted by yourself from the .pdt file. Editing it is not hard. Both sides can have different ranges, though they are usually the same. But, of course, it is static and won't change during a game.
Parameter Data wrote:
Union Command Distances
Brigade: 3 hexes Division: 6 hexes Corps: 12 hexes Army: 28 hexes
Confederate Command Distances
Brigade: 3 hexes Division: 6 hexes Corps: 12 hexes Army: 28 hexes
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Thank you all for the discussions and input.