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  #1  
Old August 26th, 2004, 01:32 PM
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Boron Boron is offline
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Default Re: Dammit

Quote:
The_Tauren13 said:
[but what is the problem with panther's suggestion; making it morale based. thus, a commander with 30 morale and hardly any damage/fatigue, probably an SC, will stick around, but a commander with 10 morale and 60 fatigue will run off, probably a mage.
the problem is with panthers suggestion mages rout easier .

as it is if you take some strong troops with your mages they almost NEVER rout ( until they fail a morale check in melee ) .

with your suggestion the mages have to do a moralecheck everytime an army routs so much more moralechecks and they will rout more often .


in the current system leaders can rout too if they are severely wounded . so it is already like your suggestion with the only exeption that once there is no army present + 1 leader dies all expect berserk + immortal leaders rout automatically .



the current system is imo really great .
your suggestions would imo be not improvements but worsenings
as it is it is very very balanced .

with your suggestion troops would become totally unimportant and scs would become even stronger .
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Old August 26th, 2004, 02:07 PM

Thufir Thufir is offline
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Default Re: Dammit

Without getting into great detail I just have to say I love Paradox games (but always wait until patch 3+ ). I also love Dom2, but I think Paradox vs. IW is an apples to oranges comparison, and there's no real way to come up with a "winner".

I tend to think of Paradox games (all that I've played anyhow: HOI, Vicky, EU II) almost more as historical simulations, rather than pure games. When you look at their forums and the arguments held there its astounding how passionate (and knowledgeable!) the participants get into the details of historical considerations of proper design/implementation of the game. I think there are flaws in any Paradox game, but I suspect they often arise from designers (and most of their players) tendency that when faced with those inevitable design tradeoffs that must be faced with any game project, they'll often go for a sense of historical accuracy/realism rather than for gameplay or for balance.

By contrast, Dom2 has the pleasant premise that requires absolutely no interest in historical accuracy! Instead, it has at its foundation a profoundly interesting two prongs of development (or better said "orthogonal axes") that constantly force the player to choose between economic/magic development and the spread of their pretender's religious/dominion development. Given how incredibly complex Dom2 is (in terms of number of units, econonomic system, magic and number of spells, choices and configuration of pretenders, etc.), it is astounding how well balanced this game is.

Well, all that said is considerably more detail than I intended, but so it goes

Anyhow, this Last note on balance should serve as a caution to those that would change the routing rules. Personally, I'm sympathetic, but I think there are balance issues here, and that does make this more tricky than it might seem. I've more to say, but I think I'm going to do that on the Poll: morale and routing thread, as that's better suited to specific proposals.
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Old August 26th, 2004, 02:23 PM
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Default Re: Dammit

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Thufir said:
I tend to think of Paradox games (all that I've played anyhow: HOI, Vicky, EU II) almost more as historical simulations, rather than pure games.
That was one of the main things I disliked about EU II. It was too historical. It seemed like you could affect things but only within limits which caused the timeline to progress "normally".

If the pagans cant win then I dont want to play.
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Old August 26th, 2004, 02:31 PM
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Default Re: Dammit

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Thufir said:
I tend to think of Paradox games (all that I've played anyhow: HOI, Vicky, EU II) almost more as historical simulations, rather than pure games.
They *are* historical sims, albeit with the ability to create very ahistorical results (including such absurdities as the French conquering the whole world in the 1940s).
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  #5  
Old August 26th, 2004, 02:41 PM
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Default Re: Dammit

Quote:
Thufir said:
Without getting into great detail I just have to say I love Paradox games (but always wait until patch 3+ ). I also love Dom2, but I think Paradox vs. IW is an apples to oranges comparison, and there's no real way to come up with a "winner".

I tend to think of Paradox games (all that I've played anyhow: HOI, Vicky, EU II) almost more as historical simulations, rather than pure games. When you look at their forums and the arguments held there its astounding how passionate (and knowledgeable!) the participants get into the details of historical considerations of proper design/implementation of the game. I think there are flaws in any Paradox game, but I suspect they often arise from designers (and most of their players) tendency that when faced with those inevitable design tradeoffs that must be faced with any game project, they'll often go for a sense of historical accuracy/realism rather than for gameplay or for balance.


i love the paradox games too and look forward to especially hoi 2 . i own exactly the same like you
i play them occasionally but they are unfortunately too easy / boring when played too long and i think not really adept for mp


Quote:
Gandalf Parker said:
Quote:
Thufir said:
I tend to think of Paradox games (all that I've played anyhow: HOI, Vicky, EU II) almost more as historical simulations, rather than pure games.
That was one of the main things I disliked about EU II. It was too historical. It seemed like you could affect things but only within limits which caused the timeline to progress "normally".

If the pagans cant win then I dont want to play.
just look on the AAR board of paradox gandalf
there are reports of ppl who made a wc as maya e.g.


i could do that on my own too probably but not in the timeline only with about 100-200 additional years with no time limit patch .

in hoi / vicky this is much harder
i guess nobody can win as luxemburg in hoi .
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