View Single Post
  #29  
Old October 7th, 2003, 11:42 PM

Mortifer Mortifer is offline
BANNED USER
 
Join Date: Jul 2002
Location: Budapest, Hungary
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
Mortifer is on a distinguished road
Default Re: Damage Types: Pierce, Slash, and Crush

Quote:
Originally posted by licker:
quote:
Originally posted by Mortifer:
quote:
Originally posted by licker:
Even with an addition like this, you'd end up using probably only one unit, as it would be the best for whatever nation you're facing.
Uh this is a very wrong statement.
How does that change anything?? You will have to use different unit with different weapon types than. Why? Because the enemy will be almost resistant to some sort of weapon damage.
Example:
You surely wont attack an army of heavy infantry with Spears [pierce damage] if they have heavy plate mail [20 prot against pierce, 15 against bludgeon, 10 against slashing - examples of course.]
You will surely use units equipped with greatswords [huge slashing damage.]
This is just one example. Lot more strategical than in Doms I, agreed?


No not agreed, but that's ok

If your opponent is using one type of unit primarilly you will use the counter to that unit primarilly, thats *one* unit type, unless I've miscounted somewhere...

If your opponent uses units with different armors or weapons combined, you'll have to use combined forces to counter them, unless you have something that is superior to all his units in some way. So either you are using an average of all your units (kinda like Dom1 I guess) or you are using *one* unit again.

All this adds is that you either have to guess what type of unit your opponent is using predominantly and use the counter (rock/paper/scisiors) or you find out one way or another what type of unit he is using predominantly and again, use the appropriate counter. This is simply an added step in actually getting to the battles themselves, which to me, is a bit more management (don't call it micro if you don't want me to) than is needed.

Don't get me wrong though, I think this system is pretty cool, I just don't think it adds much to the gameplay, beyond the cool factor, which isn't enough for me to really support it.

Again remember that simply having more choices doesn't mean that you've added any meaningful strategy to the game, if (and here is where the most disagreement will come in) those choices really arn't difficult choices. Once you find out what you are facing your choice is proably made for you, unless I'm really missing something in this system. There is no additional strategy involved at this point, its just, 'oh he's got rock, I better get some paper'. Ok, thats a bit of a simplification, but until I see a more fleshed out description of how weapons and armor would be balanced between and internal to the races, that's all you've got.

Well, I think that this system is lot more strategical, than the current Doms I 'system'. This system can force you to make better strategic/tactical decisions, IE. use the right units always, so you surely wont stick to 1 unit style. This is a very good point in it, agreed? You must always attack with a proper army. Yes I know that we had something like this in Doms I., but that is too simple if you ask me.

With at least 3 weapon/armor types, the tactical palette is lot bigger. That is the whole point behind this system.

[ October 07, 2003, 22:44: Message edited by: Mortifer ]
Reply With Quote