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Old 07-19-06, 07:01 PM   #6
SeaQueen
Naval Royalty
 
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Quote:
Originally Posted by jason taylor
By doctrine I mean "official opinion of a given naval establishment on strategic and tactical matters, used as a basis for training and technological development"
You mean like this kind of stuff?

http://www.nwdc.navy.mil/Library/Library.aspx

That's not really what's reflected in the doctrine files in DW. Well... I guess in a certain sense it is, but there's a lot of intermediate steps between these kinds of grand strategic/political statements and the kinds of things in the DW files. These kinds of "doctrine" publications are really very abstract. They don't really tell you how to fight a ship or submarine, except in a philosophical sense. Even then, a lot of things in these sorts of publications have to do with leadership philosophies, and historical lessons learned.

Quote:
It is true that the conclusions they draw must come from assumptions. I was wondering if they could allow for that. For instance in another place there was a debate on the proprieties of using bugs deliberatly and one player said that if it wouldn't happen in the real world it would be cheating. Well in the first place saying something wouldn't happen especially in war sounds a little hubristic. Saying something is unlikly to happen is one thing. But wouldn't? That is going to far.
How do bugs in DW have anything to do with the assumptions that drive naval doctrines?

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To take an example of such things, during the nineteeth century there was one time when a bunch of British were surrounded by Afghans inside a fortress. Suddenly there came an earthquake which broke down the walls and the Afghans charged in and cut them to pieces. Now THAT is weird. And of course no one is saying the Afghans cheated by taking advantage. Suppose though that the DanWat designer decided to deliberatly place a "bug" there. Fair play, and the need to make the players feel they are operating in an environment that can be rationally deciphered would demand that he tell the players about such, and tell him that though it would probably go thus and so, Mars and Neptune might play their little tricks.
That's not really a "bug" though, so much as a random event. You can build random events into a scenario of you'd like. By using dynamic locations, random start boxes, and dynamic groups, you have a surprising amount of flexibility for inserting randomness into scenarios, especially if you're clever. Do you have a specific random event in mind?

Quote:
For instance if there was a matter in which professional opinion is in dispute. The designer can engineer the probability proportionatly. If 70% of the navy thinks x, and 30% thinks y the designer can give it 69.5% chance of x, 29% chance of y-with a 1% chance of something else added just to be mean.
In a way it would be a variation of the show truth/hide truth idea.
You'd really have to be more specific about what you're referring to. There are lots of ways to inject random variables into a DW scenario. Some things you can control and some things you can't. To really answer your question you'd need to be more specific.

Last edited by SeaQueen; 07-19-06 at 08:01 PM.
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