cairnswk wrote:ender516 wrote:I just voted for "Every Other Sector" in the poll. I understand the idea behind limiting the range to match what the Nazis and Soviets would have done, but this isn't a reenactment, it's a game, and if the tides of war flow in a different way for me today than they did 67 years ago, I don't want to be thinking, "Gee, it's a shame I can't bombard that territory, but I should not have had to, because historically, it didn't change hands."
Mmmm...not sure if I understand that completely ender516, especially the part of the "this isn't a reenactment, it's a game"
Here's my argument for the W <> S & N<> E condition.As i read it, If what you stated was everyone's logic, then I might as well place this battle across the Hudson in NY and have your "gameplay".
A reminder that the map was requested as
the Battle of Stalingrad, not "The Battle of a similar representation of what Stalingrad might have been 67 yrs later if it was planned by ender516 (or any other player) as a game".
Yes in the actual battle i'm sure the opposing sides would have thought about bombarding themselves in the north from the west if they were germans and also about bombarding themselves in the east from the south on the russian side of the river bank, but would they have wanted to if their troopos were in those locations.
The overall idea of the map is to re-create the original battle as close as possible within the constraints of what the XML engine will allow.
And if we don't put close to the original battle conditions on the map then we haven't created the Battle of Stalingrad.
My comment about a reenactment was intended to refer to those folks who have a lot of fun going through all the stages of a battle just as it originally happened: the same initial troop placements, the same advances and retreats, the same gains and losses. Clearly we won't be doing that here: random.org will start things in different places and drive them in different ways, as will the tactics and strategy of the players, which will differ from that of the real life officers.
Obviously no officer would bombard his own troops, given an alternative. I'm suggesting, though, that, for example, should the troops in W advance into S, capturing an artillery emplacement, they should be able then to bombard from S to E.
I agree that the original battle conditions are important and you have done a stellar job of putting them on this map. Troop locations, impassables, and the distances over which weaponry can be applied are elements that can be recreated here, but restricting the azimuth of the guns would be detrimental to game play. However, lt_oddball's arguments are sound regarding diagonal bombardments (and the diagonal of a square is approximately 41% longer than its side), so I am changing my vote to "Other Suggestion" and proposing each sector should be able to bombard adjacent sectors, but not the diagonal one: W bombards N or S ; N bombards W or E; E bombards N or S; S bombards W or E.
A small problem with this is that we have in a sense limited the range more in the diagonal than we have in the other directions. I would like to be able to suggest that a central sector be carved out which could be bombarded from any direction.
Imagine setting a drawing compass with its point on one corner of a square, and its pencil point on an adjacent corner, then drawing a quarter circle reaching to the other adjacent corner. The diagonal corner is outside this quarter circle. If you repeat this at each corner, there is an area in the centre which is inside all the quarter circles.
On this map, this area might include Mameyev Hill, the Refinery, the Meat Combine, and the Lazur Chemical Plant. However, I recognize the difficulty in showing this sort of thing on the map (it would spoil that very neat NSEW icon) and the limited value it might have, not to mention the real life difficulty in bombarding a high point like the Hill from below, so I will understand if you take a pass on this idea.