CS Game Scale - Manual Style - Printable Version +- Forums (https://www.theblitz.club/message_boards) +-- Forum: The Firing Line (https://www.theblitz.club/message_boards/forumdisplay.php?fid=1) +--- Forum: Campaign Series (https://www.theblitz.club/message_boards/forumdisplay.php?fid=8) +--- Thread: CS Game Scale - Manual Style (/showthread.php?tid=52627) |
RE: CS Game Scale - Manual Style - umbro - 08-27-2009 For what it's worth (probably the paper it's not printed on), here is another interpretation (borrowing heavily from what has gone before): "We need a scale for weapons ranges and visibility" - Okay 250m per hex "How fast does stuff move around?" - men can move on roads at 4mph - that's 40 hexes per hour. Jeeps can move on roads at 25mph, that's 250 hexes per hour. So, let's divide by ten and have a turn be 6 minutes. "Great, now how much damage can a weapon system do in 6 minutes?"... After this conversation comes "What about all the boring bits we skipped over? Waiting for orders, tea breaks, getting POWs back to the MPs, getting wounded back to triage, waiting for the ammo truck to get up here,...." "Let's ignore those, who would want to play a scenario with more than 10 turns anyway?" Turns out folks did, and do. It isn't that there is a sliding timescale, but rather that the boring bits actually begin to matter. I don't believe anyone truly believes that after a 6 minute turn everyone sits around for an hour. However, after some number of 6 minute turns units do sit around for a number of hours. This "flexible" time scale allows for numerous firefights and recovery periods. It also allows for some of the newer engineering functions as it becomes possible for an engineer unit to make use of these "downtimes" to erect a wooden bridge, or lay a simple minefield. Basically, IMHO, the "six minute scale" is for the "action sequences", the "flexible time scale" covers the "down times". umbro RE: CS Game Scale - Manual Style - Herr Straße Laufer - 08-27-2009 umbro Wrote:Basically, IMHO, the "six minute scale" is for the "action sequences", the "flexible time scale" covers the "down times". I'm fine with these comments. :) Though, the "flex" crowd seems to think that the units on the map and the map itself can be "something other" than 250 meters and platoons? It is the scale that determines how far a Panther can fire? And, at what range, what the penetration is? It is the scale within the time frame that says how many times it can shoot? From there the combat tables can be established. Make changes to scale and you get engineers that can build a bridge, clear a hex of wrecks, or sow a 250 meter hex with mines, ... in six minutes. Unless there is no downtime for the engineers, while everyone is resting? :chin: ;) RR RE: CS Game Scale - Manual Style - Huib Versloot - 08-27-2009 umbro Wrote:For what it's worth (probably the paper it's not printed on), here is another interpretation (borrowing heavily from what has gone before): Thanks Umbro you just said exactly the same thing that I have been saying for over five years now. Apparently it matters more WHO says it more than what is said. RE: CS Game Scale - Manual Style - K K Rossokolski - 08-27-2009 Umbro has hit the nail exactly on the head!!!. Hurry up and wait!!!....another Vietnam truth. RE: CS Game Scale - Manual Style - Herr Straße Laufer - 08-27-2009 Alfons de Palfons Wrote:Thanks Umbro you just said exactly the same thing that I have been saying for over five years now. Apparently it matters more WHO says it more than what is said. From June 2008: Alfons de Palfons Wrote:You should look at COTA or airborne assault series for intelligent timespans, although they are non turn based, their fatigue and order delay sytem is very realistic. I use common sense to determine turn lengths. Nobody ever has been able to tell WHY the CS turn is a given length, other than that someone who doesn't know what he was talking about put it in the old Talonsoft CS manual and probably regretted he did that once scenarios had to be made. Let's see if we can get that sentence out of the ME manual for 1.04. :chin: Alfons de Palfons Wrote:COTA gives you a good idea what for example a company of infantry can accomplish in a day, because all elements are present: fatigue, waiting for orders, preparing to move out etc. If you translate that back to CS you'll find that the 6 minute turns can't be applied without reservations (like in the huge Market Garden scenario of 400turns and even here the timepan was widened), since these turns equal to full action. If one wanted, one could calculate an average of action time that is possible in a day (using COTA). As a rule, the more different orders a unit gets, the more time they will spent preparing and the less time there is for action. Uh, scale? Parameters? Beauty is in the eye of the beholder. Alfons de Palfons Wrote:I don't really see why one would cling on to the six minutes rigidly, as even the old TS stock scenarios depict nearly only historical battles that would have needed 100+ turns. Still even the "old designers" such as Bevard chose to represent these battles in less than 20 turns. Taskforce Lovelady for example, was historically a much longer engagement than 1,5 hour (it actually was a battle of more than a day), yet Bevard put it in 12 turns. Hmmm ... Scale! :chin: Alfons de Palfons Wrote:Mr. RoadRunner Wrote:Amen! My friend. Hmmm ... I know! :chin: Alfons de Palfons Wrote:Mr. RoadRunner Wrote:This game was never designed to cover every minute of every day in the life of a battle? It was designed to give "snap shots" of what happened during various battles. Single day. Two or three? Of course ... Von Earlmann Wrote:Guys, I still agree. Though I think 45 minutes may stretch the scale a bit more. _______________________________________ Dang. There may have been a time when we were more civil? Even when we disagreed? :rolleyes: I would still rather see a designer make a scenario based more on the "snippet" of the battle than a multi day condensed affair. There is much to be said about making campaigns, multi-battles, and simple scenarios. The difference between you and Herr Umbro is that Jonathan does not attack the poster to make a point. He addresses the point and sheds light at the same time? With all that said, if we end up with fun, balanced, and playable scenarios we all win?:smoke: RR RE: CS Game Scale - Manual Style - umbro - 08-27-2009 MrRoadrunner Wrote:Make changes to scale and you get engineers that can build a bridge, clear a hex of wrecks, or sow a 250 meter hex with mines, ... in six minutes. Unless there is no downtime for the engineers, while everyone is resting? :chin: ;) Ed poses a very interesting question here. IMHO the downtime for non-combat units is much less than combat units and therefore they do get to do "more" while other guys are resting. Also, bear in mind that the "bridge" is really two ropes strung across a river that infantry can clamber across, that clearing wrecks means moving the wrecks a couple of meters so that they don't block the road, and that the minefield is level one which means they basically sowed the road at one bottleneck point... Of course, there is the issue that these guys get to do more than anyone else (as they can often be combat units too!), but I think that is a small price to pay for the extension to game play offered by these new guys. But, I admit that I am biased in favour of larger scenarios with more options - except when playing online H2H :-). umbro RE: CS Game Scale - Manual Style - umbro - 08-27-2009 MrRoadrunner Wrote:Though, the "flex" crowd seems to think that the units on the map and the map itself can be "something other" than 250 meters and platoons?I have to admit that I have difficulties accepting this interpretation. Too much depends on the 250m scale and platoon sized units to make them something else. If one does this then movement factors, attack factors and relative unit capabilities are all lost and the game is no longer a "simulation". umbro RE: CS Game Scale - Manual Style - K K Rossokolski - 08-27-2009 MrRoadrunner Wrote: Make changes to scale and you get engineers that can build a bridge, clear a hex of wrecks, or sow a 250 meter hex with mines, ... in six minutes. Unless there is no downtime for the engineers, while everyone is resting? End Quote This is a red herring!! What is the big deal re "scale" here. Ever since I have been playing CS, the sappers have been able to clear a minefield in one turn. And with laying mines, they don't have the problem with finding them first!! 6 SP sappers or 1 SP...... same time. Fit as many Eng platoons in a mined hex as you can, still takes one turn to clear*. Live with it. * For a one click minefield, undisrupted troops. BTW who are the ""flex" crowd." I have seen nothing here advocating changing linear scale or platoon size. RE: CS Game Scale - Manual Style - Herr Straße Laufer - 08-27-2009 K K Rossokolski Wrote:MrRoadrunner Wrote: I could answer but was asked not to respond. :chin: RR RE: CS Game Scale - Manual Style - Herr Straße Laufer - 08-27-2009 umbro Wrote:Also, bear in mind that the "bridge" is really two ropes strung across a river that infantry can clamber across, that clearing wrecks means moving the wrecks a couple of meters so that they don't block the road, and that the minefield is level one which means they basically sowed the road at one bottleneck point... You were never a Boy Scout? We made a bridge of rope as part of a project to earn a merit badge. I don't remember the amount of time it took except to say that we ate breakfast and were ready for lunch by the time we could get it "almost" ready for use. And, yes, we were a bunch of kids at the time. I am sure that the "pro's" could do it faster. (And, you need to then look at 130 guys trying to cross that rope bridge with full combat loads within the game's scale?) Never cleared or sowed a minefield. :rolleyes: But, from what I have read it was a little time consuming. I have no problem with the "path clearing". I do have an issue with sowing a 250 meter hex to have enough effect. Clearing is not so much an issue for me. And, it gives a sureal feel to have them perform in the "combat frame" at the same time? In my early work days I drove truck in a construction company. I was involved in many a "wreck" clearing and recovery. I can guarantee that it took hours to move dozers and trucks that got "in the way" or broke down in the wrong places. umbro Wrote:Of course, there is the issue that these guys get to do more than anyone else (as they can often be combat units too!), but I think that is a small price to pay for the extension to game play offered by these new guys. I have always accepted the abstract nature of many of the game's features. I accept them as the exception and hope they do not become the rule. ;) umbro Wrote:But, I admit that I am biased in favour of larger scenarios with more options - except when playing online H2H :-). I can see one of those 90 to 400 turn scenarios as being a bit much for playing online! :) RR |