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Old October 7th, 2003, 09:25 PM

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

I've got nothing against this idea per se, but it does seem to be adding a bit more complexity for complexities sake.

What is the true value of making this addition? I've reread Sabers post a couple of times, and I'm passingly familiar with the mechanics of such a system from other games, but I just don't see it as making Dom a better game. I see it adding another level of micro that I personally don't want. Now I have to keep track of what units have what weapon, and unless the gfx for a unit with a maul vs. a greatsword, vs. a mace is really easy to see... well its more of a pain than anything else. Yes I do realize that you can select all 'similar' units easilly enough, but still, I don't see that this adds that much to the gameplay.

Anyway, different nations will always have use for independant units, if for no other reason than that they don't have enough resources to produce only nationals. As cash tightens up this can change, but the location of the recruitment can also be very important. I don't want to see this mechanism further complicated by making the 'optimal' choice of HI a necessary (or more necessary) evil.

Maybe I should rephrase my concern like this. Dom is already a game with a near overwhelming amount of information to process, do we really want to go down the road of increasing this? Its a question that has to be dealt with quite seriously I think, as there is such a thing as too much, and it can begin to detract from the overall quality of the game. The key conecpt for any massive additions (like this would be) is what is the benefit to game play vs. the cost. In this case I think the benefit is small, and the cost is reletivly large, to me its adding micro for micro's sake, and that is simply not a good thing for a game like Dom.
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