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Old January 16th, 2004, 04:30 AM

CarlG2 CarlG2 is offline
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Default Re: Unit abstraction?

Hey Keir Maxwell,

Quote:
Originally posted by Keir Maxwell:
I'm like you Carl in seeing game mechanics as attempts to as accurately capture "reality" as possible. I came to gaming through history, and history through gaming, and I have never left.
I got to this type of gaming in a similar fashion... My original roots were in pen and paper fantasy rpg's and board wargames, though, which led to computer rpg's and wargames, etc. I know that my knowledge of the then modern world expanded exponentially when I started playing Balance of Power way back when...

Quote:
On the scale question I use a figure scale in my imagining. Most discussion uses the term unit to describe a single warior you recruit. Like you I find the numbers way to small otherwise and I think Pocus has it about right suggesting 100 for a standard unit. Sure there are problems with this but I find concerns over all 100 men having lost their legs far and away secondary to fundamental questions like how many dudes are at the battle. Is this a skirmish or a battle? Damn Games Workshop! Ooops - got off topic.
I could not agree more on all points (including the GW comment!) As far as the issue of afflictions, etc., I guess I don't have too hard a time imagining that a wizard could call forth powers that could afflict a large number of troops. Like you, I guess, I am more put off by the warband-sized armies (when using a 1 to 1 relationship).

Quote:
I do not believe it to be a good idea to try and mod Dom to enable players to get 1000's of units at a battle. To much micormanagement involved. Others, younger and/or more fanatical, may think different but the thought scares me. You need to recruit by regiment to do this.
From my relatively limited playing of the demo, I think that the game system would quickly spiral out of control if one were to try to maintain a 1 to 1 ratio and implement tens of thousands of units...talk about micromanagement to the nth degree!!! There are some great monster boardgames out there that are fun to think about (if one is into rulebook reading for fun, like I am), but playing them is darn near impossible... I always wanted to play a full campaign of Vietnam 1965-1975, but didn't have a place where I could set up the game and leave it for 2 or 3 years!

Personally, like you, I prefer the representation in games of one unit representing a number of men (probably goes back to my board wargaming days). Fitting in with that representation, I would like to see units cause less damage as they take casualties, and not necessarily lose attack or defense factors (i.e. fewer blades swinging, but those swinging have the same chance to hit)... I've always enjoyed the tough decisions that must be made when considering to refit an experienced unit, since there is always a trade-off between increasing the survivability of the unit (i.e. recovering hit points) vs. reducing the morale and/or better attack/defense Ratings that a more experienced unit possesses (i.e. to represent the inclusion of raw recruits into the unit).

Quote:
The key advantage of both TW and Chariots apporoach against Dominons is that you recruit a unit with multiple warriors (at whatever the scale is) rather than one warrior at whatever scale. It just looks better and its alot less fiddly than the dom system of making larger units. I would like a unit in Dom to be a regiment. Sure regiments are not perfect but they are better.
From where I am sitting right now, I concur 100%. Granted, I have only been playing around with the demo, but the sentiment just expressed is pretty much why I started this thread. First off, I wanted to see what the scale "officially" was, and from there determine if others who have a similar game philosophy as mine could get past this issue and continue to enjoy the game as a whole. As PvK most eloquently put it in an earlier post, I have limited time to game these days and didn't want to waste that time learning a game system that I might ultimately be turned off to due to certain inconsistencies in the games' "foundation". One of my biggest pet peeves in gaming is the seeming lack of adherence to proportion and scale (most RTS' are absolutely TERRIBLE in this regard, and I agree that Medieval TW doesn't exactly earn 5 stars in its adherence to historical reality...) One game series that has really impressed me, though, is the Europa Universalis series. I find it hard to fault when it comes to the size of armies that one can raise, support issues, attrition, etc. The diplomatic system is pretty impressive, as well, IMHO.

Quote:
Other than that, and lots of minor gripes, Dominons slaughters the competition - including Chariots, the TW series, etc. It is the best strategy game yet made for those with a love of deep involving and highly challenging games. The added ability to produce your own scenarios and nations (I'm working on Middle Earth)
I keep hearing this over and over again, and I am most likely going to be ordering the game. I've been waiting for a good grand strategy game based on Middle Earth, and I look forward to seeing what you come up with. I myself have been looking for a game engine that I could mod to create a Conan/Hyboria scenario (I had a bLast in days past playing Hyborian War by RSI, a play-by-mail game).

Anyway, thanks for all of your comments; and, thanks to everyone who has posted for a lively and interesting conversation.

Good gaming,
Carl G.
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