Guys,
You are ignoring the point I made that having the equations does not remove all unkowns. Have any of you answered my questions about spells, challenges, army combat? How does knowledge of game mechanics with regard to these make the game any worse, or how would the game be better if we had only vague info about our army combat strength (ie we had no idea of actual troops strength but had to infer it) or character skills (instead of a number how about a description: “high, average, or low” mage/emi/comm/agent rank), or chance of success at casting a spell, etc? In all of these instances we have precise info of how the game works. In none of them do we have all the variables made known–we have to figure out or guess what the enemy has. In none of them do we have risk removed and we almost never KNOW the outcomes of battles because we rarely know for sure what the enemy has. We only have an idea of the likely outcome. In challenges and spells we have exact knowledge of how they work/ what our chances are…and yet you guys used these as examples of how the game is made more fun by not knowing the certainty of an outcome. You are only proving my point.
Chance is a part of the game and I like that. I don’t have a problem with my warlord losing to a lowly emissary. I would have a problem with not knowing that my chances of losing were slim, and if the only way to learn this was by inference through trial and error. The point I am getting at here is that chance is a worthless feature if you don’t have a fair idea of what your chances are. there is nothing smart or sexy about blindly stumbling through the game, as so many inexperienced players are likely to do for want of basic info. How is taking blind chances more intelligent, more interesting, more strategic, more fun, than taking calculated chances?
How is the game better because a few experienced players have a rough idea of what those chances are while others have to spend hundreds of dollars and hours of time gathering and analyzing game data or spend oodles of time talking to and reading the comments of more experienced players many of which are grossly misinformed anyway?
Ed,
I knew you’d be opposed to this. Your point about Rommel is well taken, However, I think it misses my point.
You, ironically, are one of those playes who knows more about the inner workings of the game than most. Are you telling me that the game has been dumbed down for you because of your excess of knowledge and experience? Do you wish you knew less about the chances of a skill order succeeding? Are those of us who are relatively ignorant compared to you exercising our faculties more fully? On the contary, we are exercising our faculties LESS fully. That is my point.
How is the game any less of a fog-war if people all have access to the same information about how the game works? I want to play a fog-war, not be in the fog about how to play the game. We still would be forced to make command decisions without adequate or correct information. The fog war is still there–you still must have the foresight and intuition to know when and where to gather info about your enemy’s movements and such. You must still analyze incoming intel to make deductions or best-guesses. Understandoing the how the game works would ENHANCE this aspect of the game.
In the example you gave, would any commander go into the field without fairly exact information about how far a mortar can be launched for example–the technical stuff that is necessary to doing his job right? Similarly, as leader of a nation a playere should know that generally one should have 40 Comm to pull off a Downgrade order. How is the game improved by that player’s ignorance?
How is the game improved by players discussing and hypothesizing about how the game works rather than understanding how it works?