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Re:Playing to Lose (2014) by derefr on Saturday July 14, 2018 @10:14PM (#17533459)
> When you have your stronger players stay on the bench but still keep going for goals you're balancing your desire to lose against your need to look to the judges like you're still trying to win.

This reminds me of historical approaches to war-fighting, where both you and your opponent nation-state would build e.g. five classes of ships, biggest to smallest; and then bring them all with you to a battle; and then your big ships would fight their big ships, while your medium ships fought their medium ships, and the smalls fought the smalls.

It always seemed to me that, in such situations, choosing to send those medium and small ships off to fight one-another was, in some way, "playing to lose"—or at least not "playing to win."

It goes against the more recent war-fighting learning: force concentration. If you've got medium and small units, well, you can have them also shoot at whatever the big units are shooting at, and maybe it'll get dead sooner such that they can all move onto shooting at something else!

I hope the analogy to business strategies is obvious :)

Re:Playing to Lose (2014) by canal on Sunday July 15, 2018 @02:10AM (#17534034)
> and then your big ships would fight their big ships, while your medium ships fought their medium ships, and the smalls fought the smalls.

big ships, medium ships, small ships ≤ big ships, big ships, big ships

Thus (assuming big ships are more advantageous) show up to the battlefield with all big ships.

Re:Playing to Lose (2014) by derefr on Sunday July 15, 2018 @02:42AM (#17534089)
If you have infinite resources, sure, just make infinite big ships.

You make medium and small ships because they’re more cost-efficient: they can turn the same number of dollars into more mobile gun/missile barrels (usually at the cost of armour—the little ships are like DPS “glass cannons.”) But whereas a DPS player in an MMO game gets protected by a “tank” player while they do as much concentrated damage as possible, conventional historical military doctrine actually had the small ships act as a “screen” for the big ships—effectively having the DPS “tanking” for the “tank”!

Luckily, we’ve worked out how crazy this was in the last 80 years, and modern doctrine for combined use of air and sea materiel actually concentrates fire and has the most durable units protecting the strike units (basically by having the sea units protect the air units from below, recapitulating the millennia-old role of mobile artillery in protection of—and area denial for—infantry.)

Re:Playing to Lose (2014) by dkarl on Monday July 16, 2018 @02:01PM (#17543447)
That assumes all your navy does is fight pitched ship-to-ship naval battles. Historically, countries also needed ships for important functions such as reconnaissance, communication, blockades, harassment of enemy shipping, protection of friendly shipping, coastal raids, coastal security, transport of troops and supplies, and control of smuggling. In fact, the only reason you even care about winning big pitched naval battles is to control the seas so your navy could execute those functions better than the other navy! So you definitely need all those small and medium-sized ships, and in the case of a big battle, you wouldn't automatically send them away. You'd bring them to the fight as long as you believed their impact would outweigh the risk and trouble of bringing them.

Source: I read a couple of Horatio Hornblower novels a decade ago.