TheDS
Regular Riot
A few thoughts...
First, let's not forget the scale of the game. At minimum, a turn takes an entire year. A ship can sail around the world in that time, and it's nothing to assume that a ship that earns a promotion couldn't have sailed home, gotten its upgrade, and then sailed back to its station. (Same for troops marching home and back.) So any suggestion that involves "take your units back to one of your cities every X number of turns" is right out based on that, and we don't even have to stress how utterly annoying that would be to actually have to do it. (Really, guys, if it means that much to you, nothing is stopping you from tracking that in your games and rotating your troops right now. Go ahead and do it. What, too annoying?)
Next, many promotions represent being issued special equipment or training. It doesn't take a lot of sense to drive a ship in a straight line to get more speed out of it, but putting in better engines or redesigning the hull for less drag is a significant investment that increases speed. By the same token, infantry isn't "naturally" able to defeat tanks, but issue them some AT rockets and now they're really darn effective at it. Poof, there's your anti-armor promo.
I can definitely agree that it would "feel" better if certain promotions were granted for certain things. Woodsman promo for units that have traveled through the woods a lot, etc, but there are few enough promos available for a given unit as it is; there's no real choice involved.
The last thing I'll mention for now is that the way the system is currently adds a sub-game to the game. Since earning a promo allows you to heal your unit partially, there's the question of when to use it. Use it now to heal and be strong in case of attack, or hold it and use it later when you know what you're going to need? etc. I don't have a problem with retro-active foresight like this. When I'm GMing a role-playing game, I generally understand that my players can't always think of everything in advance, and I grant them a "grab-bag" advantage. They come to a situation they didn't think of, but that their character might have, and there's a chance their character remembered to bring the climbing rope just in case. I see this much the same way, and I sleep like a baby.
First, let's not forget the scale of the game. At minimum, a turn takes an entire year. A ship can sail around the world in that time, and it's nothing to assume that a ship that earns a promotion couldn't have sailed home, gotten its upgrade, and then sailed back to its station. (Same for troops marching home and back.) So any suggestion that involves "take your units back to one of your cities every X number of turns" is right out based on that, and we don't even have to stress how utterly annoying that would be to actually have to do it. (Really, guys, if it means that much to you, nothing is stopping you from tracking that in your games and rotating your troops right now. Go ahead and do it. What, too annoying?)
Next, many promotions represent being issued special equipment or training. It doesn't take a lot of sense to drive a ship in a straight line to get more speed out of it, but putting in better engines or redesigning the hull for less drag is a significant investment that increases speed. By the same token, infantry isn't "naturally" able to defeat tanks, but issue them some AT rockets and now they're really darn effective at it. Poof, there's your anti-armor promo.
I can definitely agree that it would "feel" better if certain promotions were granted for certain things. Woodsman promo for units that have traveled through the woods a lot, etc, but there are few enough promos available for a given unit as it is; there's no real choice involved.
The last thing I'll mention for now is that the way the system is currently adds a sub-game to the game. Since earning a promo allows you to heal your unit partially, there's the question of when to use it. Use it now to heal and be strong in case of attack, or hold it and use it later when you know what you're going to need? etc. I don't have a problem with retro-active foresight like this. When I'm GMing a role-playing game, I generally understand that my players can't always think of everything in advance, and I grant them a "grab-bag" advantage. They come to a situation they didn't think of, but that their character might have, and there's a chance their character remembered to bring the climbing rope just in case. I see this much the same way, and I sleep like a baby.