Most systems don't virtually require half of our action slots be dedicated to "don't die" every turn... You're still using a person-based system, just the fundamental unit now represents 10 megucamonths instead of 0.5 megucamonths. It's a change of scale rather than a change of type.
Well to a degree that's true and to a degree it isn't. I mean there's a lot of quests where you'd die in short order without certain actions. Primarily the military ones, but I've actually seen CKII quests where players run their money so into the ground they're scrambling for any resources.
As to a change of scale rather than type, that is to a degree intentional. I'm essentially trying to create a compromise somewhere in between where I started and the CKII system.
Might be a good idea to start a new thread and provide a summary. You're not gonna get many new players on a thread this long. (On a side note, the tone of that part of your post made it seem like you thought I was attacking the new system- I wasn't then, I was just confused. Though, I'm going to attack it now that I understand it.)
Well I suppose I could do that. Though I'm not sure that I agree with your logic. I mean I tend to look for quests that are long myself because most quests die off more quickly than I can really get into them.
Also the parenthetical is just...
I think a lot of my confusion was from the resources list. You have a lot of modifiers still listed like all the casualty rates but now we can't see what the actual casualty rates are anyway. You still have DS listed separately for the North/South/Rural regions, but we can't do anything to affect them separately.
I should be clearer. I'm going to simplify the resources pane quite substantially. But I felt it fitting that the final turn by the old system should have all the information from the old system. Like a stage completion page and score sheet.
If I'm understanding the new system correctly, it's still applying the old system behind the scenes to get all the DS values but now we just have no clue how the actual distributions are going to happen. This is extremely awkward- I'd recommend not ever giving players a 2-stage removed system. (where they see the inputs and all the outputs but there's an invisible middle layer where all the inputs go that in turn produce the outputs. For an example, see XCOM2-Long War 2's vigilance/strength mechanic, where the things you can do affect vigilance which you can't see, then the vigilance causes changes in the strength which you can see)
You're speaking to someone that thought Long War 2's mechanics actually pretty enjoyable. I mean they made that game into something that actually
resembled a resistance movement. Mind you I have to handle a third the missions with single shinobi optimized for stealth to sneak past every enemy, ideally with officer abilities to further increase their infiltration speed and their mobility.
I understand that you're trying to move the game as a whole away from optimizing and instead go for a more of a standard mix. That's an option, I guess, but not where I'd recommend you go. You have a heck of a lot of competition in that space. What makes your quest different and unique? On the pure optimization side, it was pretty much this and Shepard Quest and that one's dead right now. To be honest, there are better narrative writers on this site doing these types of quests. I stuck with yours because it had something unique that the others didn't. If you want to remove that unique point it's your choice. (Sorry if this is offensive, your work is good, just... notgreat ;p)
I see that pun. And honestly I liked the old system. I did. But the problem is that there were literally no players left doing that optimization. You say that optimization like that didn't have much competition. But the reason it didn't have much competition is that literally no one was interested in doing it.
I had to gut the system because otherwise no one was making plans.
I know I'm not a great writer. I'm just a notch above terrible and I say that purely based off technical skill. (I have read things with truly terrible spelling and grammar over the years, so I basically can't place myself in the truly terrible bracket on that basis alone.) I don't have the best fundamental grasp of human emotion and motivations which largely prevents me from ever being a good writer, let alone a great one.
That being said, there was some interest in continuing this quest. And I do have ideas for it. So I had to find some sort of solution whereby I could deal with the lack of number fiends crunching the numbers. The only solution I saw was to eliminate the numbers the players dealt with.
My suggestion would be to replace the personal actions with actual people by giving each elite a full personal action that can be split in half like usual. Maybe include a single 'group' personal action for the organization that excludes the elites. Though, I haven't played with the system enough to be certain.
Produces more actions that people don't know what to do with is part of the problem with that idea. Part of the problem old system ran into is people had more meguca than they had actions to put them on, which in a quest is essentially a failure mode.
Well, now I'm just insulted. (jk) I might not have done it quite as much as those two, I definitely did it quite a bit. And maybe I'm misunderstanding, but it seems even more complicated than before since we now only have indirect tools rather than direct tools.
You definitely did the number crunching early on in the quest's life cycle. But then Kinematics and Elder Haman did it for the bulk of the quest and you largely dropped it to only make the occasional comment. I can't really consider you a reliable number cruncher for optimization going forward.
1) This system is the worse than the old one. Action slots are nice because they're directly comparable (choose one of these four options). This system (aside from hunting) just takes the old one and multiplies by 20.
It's essentially a very hamfisted way to solve the fact that the previous turn despite
months of time left for people to make plans
no one used all of their available manpower. What exactly am I supposed to do against that? Reducing number of actions was all I could see.
2) Hunting is now more complicated since we still have to worry about all the old things but now we can't affect them directly. It's less math heavy to have a basic plan, but way harder to know what's going to happen since inputs don't map directly to outputs. (edit: actually, hunting is simple but we have to guess at what the side effects will be instead of having them spelled out in math, so arguments will be purely qualitative instead of quantitative)
Eh it's heavily simplifying it. Essentially it would be eliminating the demon strength mechanic by in large. Once you manage to stabilize things the first time it will descend into just the stable state and any adjustments will just be handled automatically to keep things stable.
3) I personally think you're trying to go in the wrong direction, trying to remove what makes this quest unique and failing to simplify. (You're trying to remove math rather than making mapping choices to expected outcomes easy)
I was removing the math because I felt like no one wanted to do it anymore.
or 2) DS is now a completely useless variable that does nothing significant, and might as well be reduced to a 'low/medium/high' value for 'can full-hunt/normal/spawns class 3s'
I think 2) is what's happening here.
Pretty much.
Fair enough, though I do have to question what exactly you mean by 'arcane trivia'. Pretty much every plan had its costs and benefits clearly laid out, though I can see why you think that a question of (+1 cube -1 green +1 vet +.2 DS) is not worthwhile, those sorts of questions were interesting to me, made this more of a strategy game of optimization than a narrative CK2 game comparable to half the quests on this board.
The old system required us to balance our myriad resources closely, converting one to another in various ways. Remove all the flavor and it'd still be an interesting problem (though obviously nowhere near as fun).
I liked those arguments too and I thought them interesting. But as your population rapidly scaled manpower effectively became a non-limiting resource. Which simplified considerations to the point that you always chose what gave the highest cubes and still had manpower you couldn't come up with uses for.
I get you, but one of the most interesting things about the hunting system was how open it was. With the Green/Vet/Elite system and the equipment system, there were a ridiculous number of reasonable choices depending on what the rest of your plans wanted: greens vs. vets, what you were planning to do next turn and thus what DS levels you needed, etc. Though the spreadsheet Kinematics made was 100% necessary to letting us do so reasonably quickly.
It was interesting, but only for the people interested in math and they seem to have left, only the people interested in the narrative really are still around.
As far as I can tell Haman has had some sort of change in life that has reduced his forum time around 90%. Kinematics has about 90% abandoned SV and SB and mostly frequents QQ now.
Unless you're willing to bear all the math effort yourself, then there's really no one around for it.
It could be simplified to a degree without becoming the current "Take any of these 1 choices". For example:
1) Remove all equipment modifiers, bake them in directly.
2) Remove all training modifiers being per-person. Bake them in to everyone.
3) Require all territories to be equally sized. (and remove rural entirely)
4) Instead of making people use the spreadsheet or put in the 8 different modifiers manually, just throw everything together and give us the actual inputs/outputs at the bottom of the post.
Something like (Green/Vet/Elite)- Provides X cubes, raises DS by Y, can't hunt in territory above Z DS
I feel like that would simplify out everything you liked anyway. I'm not even sure how you want that. Could you perhaps sample calculate it off last figures and indicate what you mean?
Also it doesn't deal with the issue that meguca became a non-limited resource. Players had
five months and never came up with a plan that used up all the meguca they had. Surely I can't be expected to just let that state carry on?
Have a few minutes, maybe can make a few rushed comments.
Ugh, spent more time than I should have doing this and it's
still less than I wanted to say. Overall though
@inverted_helix I'd like to compliment you on another well-written turn; there's a lot of hidden complexity here that hints at a long time spent researching and thinking about what's happening behind the scenes, and it really shows.
I always love when people actually pick out all the little details I take care to place. Was kind of disappointing how little of that I got this turn. Maybe you'll be able to say what you want at some point.