I fundamentally disagree that "everybody wants to win".McGuba wrote: ↑Wed Nov 09, 2022 2:36 pmWith all due respect to your different philosophy, I am not so sure that the majority of the players are aware of when a certain unit type was replaced in the frontline. Also I am not so sure that the majority of the players would take the time and effort to do the necessary research to find it out. Or just that they would bother to do so. I think players are much more likely to maximize their chances to win by using whatever assets are made available by the campaign designer. And if the designer makes it possible to upgrade all Pz.IIIs to a much better StuG IIIF-8 or G for little or no price, they will do so as soon as they can.
After all, everbody wants to win and it is hard to blame them for that.
Imho the underlying assumption to this point is the single most influential reason why so many (strategy) games "fail":
The assumption that the potential target audience has a relatively homogenous perspective on the game, and that this perspective aligns with the one of the designer.
I remember PzC not having the "dice chess" option and what a struggle it was to convince the designers to implement it. They kept repeating that full dice is how the game is meant to be played, so essentially no one should have the option to play it differently...
The "Klotzen! Panzer Battles" designer thought "Save Game (For losers)" was a funny remark, until player feedback changed his mind...
The "Victoria 3" designers, QA department and many of the early access "influencers" thought, that the game was in a good place at launch. And they seemingly never bothered to consult someone with a different perspective, until steam reviews from actual players told a very different story...
I do not want to win, winning is a very unimportant variable within my utility function, when playing strategy games.
Though as a "designer", I try to take into account that other people have different utility functions. And for many of those, "winning" is an important factor.
So I aim to enable different playstyles wherever reasonably possible, only curtaining the side effects of those different playstyles where necessary.
"Speedrunners" exist for many games, yet most of those games are fine for the usual player.McGuba wrote: ↑Wed Nov 09, 2022 2:36 pm Therefore I do not think that whether or not players use unhistorical upgrades is a conscious decision at all times. They might just think like: "OK, so the designer made this asset available so it must be right for me to use it". The same thinking might be behind the use of the recon "trick", which is clearly a game bug and should not be used IMO. But since it is there players who are aware of it tend to use it anyways. Unless they realise the balancing problems it can cause and make the conscious decision not to use it.
It is a "tricky" prospect, especially while modding within a limited game engine framework.
I just like to put the boundary further out, when I can not fix the underlying exploit.
For example it would be possible to remove "reconmove" from all units.
That would end the recon exploit, but would imho also diminish the game.
From my perspecctive it is in principle the same dilemma regarding the available unit upgrades.
Or "optimizing" and thus "winning" is not such a priority in this instance.McGuba wrote: ↑Wed Nov 09, 2022 2:36 pmI guess it might be because air units are quite busy in the first turns, but I am not sure, Duedman should know better. Often it may be better to use a slightly weaker unit a little longer than sending it for an upgrade which can take 2 turns even with air units, meaning they cannot be used for these 2 turns actively. In general, the best time to upgrade air units is the early winter turns when the weather is guarteed to be bad.But for example the Bf 109 F-4 and the Bf 110 E/F are available for quite some time in Duedman's playthrough, yet there are still Bf 109 E-7, F-2 and Bf 110 C flying around in turn 9. And those do not even need to shuffle back to the Reich for upgrades.
Taking twice the amount of time per turn would certainly yield better results and would ensure more "winning". And again twice that time would perhaps be even better.
In the extreme, "Blitz/Lightning chess" does not yield optimal results for a player, it is still "fun" for many though not all.
Some players like to make a plan when to best upgrade a unit and send it back in advance. Others play with units that are "good enough" for the time being. Most play something in between. Both extremes and their outcomes are fine with me, players time, players choice to spend it.
McGuba wrote: ↑Wed Nov 09, 2022 1:35 am I guess it is that "Bunkerflak" thingy? If so, indeed, only 10 were produced and that's why I did not include such units in the vanilla BE mod. It is far too few as in the mod a tank or similar vehicle unit represents about 200 actual vehicles. On could argue that they could have produced more of these if they wanted to, but it does not look like a successful design. It had to get close to a bunker to destroy it with direct fire, but since it only had a thin armour it must have been very vulnerable in the process. Its relatively high silhouette only made things worse in this regard. It appears that all were lost by early 1943.
Different game/mod design philosophy again: More options, while it is up to the player how many are used.
Also a considerable part of the production decisions were influenced by the top decider. A role that is assumed by the player in BE. So from this perspective, it imho would make sense to allow a wider range of available units.
Some low production examples:
BuFla ("8,8-cm-Flak 18 (Sfl.) auf Zugkraftwagen 12t / Bunkerflak"): 10
Flakpanzer I ("2-cm-Flak-38 auf Fgst. Munitionspanzer I Ausf. A"): 24
Bison I ("15-cm-schweres Infanteriegeschütz 33 (Sf) auf Fahrgestell Panzerkampfwagen I Ausf. B"): 38
Bison II ("15-cm-schweres Infanteriegeschütz 33 (Sf) auf Fahrgestell Panzerkampfwagen II"): 12
Mörser "Karl" ("Gerät 040 (60cm) / Gerät 041 (54cm)"): 7
28-cm-Kanone 5 (E): 25
80-cm-Kanone (E): 2
The Bison II was a horrible failure in Africa, those 12 vehicles reportedly never made it far out of the repair shops before breaking down again. The earlier Bison I was probably worse, with the enormously overloaded suspension and the lack of space, resulting in ~4! ready rounds of ammo on the vehicle. Yet both are available in vanilla PzC.
Also the later Nashorn was operationally not so different from the BuFla, giant silhouette, weak armor. Imho the only reason so few BuFla were produced was, that the Germans were totally oblivious to the fact that the Soviets had heavily armored tanks at all, let alone so many of them.
Isn't this one of the most interesting experiences for a game playthrough?McGuba wrote: ↑Wed Nov 09, 2022 2:36 pmAltough my German is very limited, as far as I understood from the video, Duedman decided to make this upgrade because he likes this particular unit very much, and this dates back to the time of Panzer General. So it might be more of an "emotional" decision than a rational decision, perhaps the latter would have taken into account the reduced stats of this particular unit in the mod.On the other hand, the Pz I chassis has been min/maxed away in favor of Bison I (Sturmpanzer I) units.
Which again, takes us back to our "philosophical differences". In vanilla BE it was a conscious decision on my side to make the 15 cm sIG 33 (aka "Bison I" or "Sturmpanzer I") hard to get since in reality it was used in small numbers, mainly because it was not a very successful vehicle. If it was any better most likely they would have converted more Pz.Is to this vehicle. As in 1941 there were still hundreds of Pz.Is in reserve and only being used for training and policing. And yet, only 38 of these were ever converted to a Bison I. Whereas in the addon a Pz.I can be easily upgraded to it like Duedman did. And probably he did so mainly because this unit was unhistorically depicted as being an overpowered early war self-propelled artillery in Panzer General and even in Panzer Corps which resulted in it becoming a favourite unit for many players. And so when they see that the useless Pz.I can be upgraded to it relatively easily, they would do so without hesitation and perhaps even withouth checking out that its stats are now reduced to better represent its historical flaws. Which potentially results in a bad decision, as you noticed it as well. Or without checking out how many Pz.Is were actually converted to Bison Is in reality. And so it looks like many players make an unhistorical decision, even though they believe they are playing a historically accurate mod, only because the addon makes it possible for them to do so.
The assumption that something works out and then testing it, getting feedback and modifying the approach?
Those 3? "Bison I" might not have worked as well as simple Pz I until now, but during the winter and spring offensive they could very well make the difference.
That "BuFla" goose_2 used for his first Africa Korps run did hit hard, but it also took some expensive beatings in 1942.
And doesn't this "trial and error" make the game more historical on a meta level?
After all the WW2 participants also tried a whole bunch of different stuff.
Some things worked well, other approaches did not.
Some ideas were great for a certain time (U-Boot warfare), other concepts needed time to mature.