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Old October 7th, 2003, 10:20 PM

licker licker is offline
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Default Re: Damage Types: Pierce, Slash, and Crush

Quote:
Originally posted by HJ:
On the other hand, you have zounds of units that are all too similar to each other (DomI Ulm roster, e.g.), and you might end up using only one type, and never bother with building the rest.

Diversity is good, in my eyes, and I like complexity - the more the better, and it keeps me interested in game for longer.
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. How does that change anything? Just because you have more units to look through before you make your final selection does not mean that there is *better* strategy in the game.

I agree that diversity is a good thing, but with 1000 units how much diversity is really reasonable to expect? Actually its not so much the units themselves, but the weapons we're talking about here. And I maintain that you can tweek the existing values of those weapons (especailly resource cost) to give you this added diversity, rather than adding a more complex system that in my mind adds only more complexity. The proposed system may not infact add any more micro to the game, or more precisely no more than any other system that further differentiates the units, but it does add more complexity and requires more logistics (perhaps) that don't really make the game that much more interesting.

I can see what the appeal of such a system is though, it makes for more of a rock/paper/scisiors approach to armies. That's not necessarilly a bad thing, but I just feel that the system as its been described would be more of a head ache than a boon to the overall strategy. It think it moves in the direction of trying to add more 'arbitrary' realism to the mechanics of the game, and that is not always a good thing.
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