43 minutes ago, BrobaFett said:I think the best possible thing I can do is live read this post. I'll be red.
I mean, I think you're reading "analysis paralysis" way too literally.
Sometimes it's people who just can't commit to a decision quickly when they have a bunch of options, we could also call them Indecisives--even if they had perfect information about all of their choices, they still have no idea which they should choose. These people slow any complex game down and always will, and it's true that no change to game procedures is likely to address that (other than having some hard-to-enforce "no stalling" rule like is found in the FFG tournament documents).
But in Armada there are people who analyze things very deeply, though unlike Indecisives these people can make quick confident decisions when looking at a list of options. Where they slow down is they are going to strategically optimize that choice and pick the best, which for them requires coming to as perfect-as-possible information about all of their choices, so let's call them Optimizers. So they slow the game down on the analysis part, not because they can't commit to a decision, but because they're going to collect perfect information about each possibility first so they can make an informed choice. So when they commit to move this squad to any given spot, they might have a list of six or seven considerations they'd like that move to satisfy (Ranges to two enemy squads they'd like to engage, range to an enemy squad they don't want to engage, range to a friendly squad for a support ability, range to a friendly carrier for activation next round, and range to an an enemy ship to avoid flak). So they pick their preferred spot to move to, Destination A, and then they check those six measurements from Spot A. Maybe 4 are satisfied, but 2 are not. Okay, now let's look at the Destination B, a different spot that squadron could move to, and check the ranges to all the range-relevant objects. Maybe there are four, and three are satisfied and one is not. Okay, now let's check Spot C... okay, and once all this data collection is done, they very quickly say "okay I know I want Spot B, that's my best play." They took a very long time, but it wasn't because of indecision, it was because of information-collection for each of those options.
I agree that limiting pre-measuring wouldn't do much to help the Indecisives (the classic AP archetype), but it would likely speed up the Optimizers, because they won't be able to make all the measurements and remeasurements that go into an optimized move, and they'd have to use a quicker visual assessment heuristic (like so many other games that forbid premeasuring).
Look, nothing against the Optimizers, they are just playing the game as smartly as possible and as explicitly allowed by the rules. I am an optimizer myself when I play the game, because you're only playing a weaker game if you don't. But, for me, at least, while it enables the "smartest" and "most-informed" play decisions, it sure leads to tedious game play. I'm not saying Armada ought be a pure beer-n-pretzels game or a Fluxx or something, but having to make decisions without perfect information collection every time would not undermine the strategic or tactical integrity of the game.