
October 8th, 2003, 04:30 PM
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Captain
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Join Date: Sep 2003
Location: New Mexico
Posts: 990
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Re: Damage Types: Pierce, Slash, and Crush
This is more than a 'can the AI handle it' issue though. The bigger question should be (and is to me at least) what difference will this system make? Now alot of the difference that it makes will depend on how it is implemented, so before I continue much further I need more specifics from Saber on how he envisions this working.
Questions:
1) How will the different armors and weapons be spread among the nations? Potential problmes I see here are either giving all nations access to the same sets of numbers (boring if you ask me) or risking imbalances in certain nations that cannot handle certain attacks or defenses very well. Furthermore, if you want to provide for more coverage of attacks or defense you will increase the number of units that each nation has by roughly 9 units!!! That seems just insane to me, but it wouldn't kill anything, just make the game more annoying by having to keep track of those ~9 new units.
2) What kind of scale are we talking about for the effectiveness of the three new damage types? Potential problem, if its too big the game really becomes rock/paper/scisiors, if its too small, then its game play value is diminished (other than for the imersion quality, which is not really high on the list of why to add this system I think).
3) If the nations are to rely more on independant troops to fill their holes (assuming they don't get coverage for each area) how is the starting position imbalance addressed? Outside of scripted maps I don't see how this would work. It might be fine for SP, but I can see the MP people taking issue with this potential problem.
4) Not so much a question as a clarification...
There are three new damage types (and the corolary resistances to them) call them S, P, and B. How fine of a matrix would be involved in determining the varing levels of S, P, B and rS, rP, and rB? Would we have 9 different units comprising all the combinations? 18 units? 3 units? What? Moving to a completely different direction in unit creation would fix this somewhat, that is buying the base unit with money, then buying the base equipment for that unit with resources and equiping your base units in a similar fasion as your commanders, however, I expect a solution like that would be fairly unweildy for the Devs to want to implement. That suggestion would definately add to micro too.
Ok that's enough questions for now, like I said, I'm not against this idea per se, I just want to explore it further so that when/if it (or something like it) is implemented its been thouroghly thrashed out 
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