Hi, I am aware the title sounds like trying to create (yet another) "I dont like this game"-threat. It is not. I am just very interested in game mechanics (used to "invent" board games as a young chield my poor parents had to play).
So I am wondering if anyone can tell me a real advantage 1upt has against what I will outline as alternative below.
But to define the criteria, the positives and negatives of 1up:
Positives:
+ No stacks of doom
+ More tactics involved when near enemy/in combat bringing right unit to the front
+ "unit type A is especially strong against unit type B" is more meaningfull, because you cant just create a stack of different units to create a balanced, boring super-unit or defend units too easily (note that this is an additional advantage over the normal "no stacks of doom" advantage)
Negatives:
- Pathfinding/navigation annoying especially in own territory when shuffling units
- Pathfinding troubles when a 'friend' blocks my units
- Civilian units/workers and 1upt
- Slightly unrealistic touch to it (just remember how huge a tile is in square km)
The solution could have been:
Allow multiple units per tile. But when attacking a stack you attack the weakest unit of the stack and all units deal a certain ammount of collateral damage. Effect: Stacking units is dangerous because of unlimited colatoral damage on that tile.
See how this achives everything 1upt does:
+ No stacks of doom => Make no sense anymore, because a single unit attacking a 50 units stack of doom harms 50 units (collatoral damage!) AND when the stack is attacked the weakest unit defends.
+ More tactics involved when near enemy/in combat bringing right unit to the front => Achieved, Now you'd normally don't want to stack units near the enemy, only in very special terrain situations (tactically interesting!).
+ cant stack different unit types to create balanced bot boring super unit
And see how it avoids the downfalls:
- Pathfinding/navigation annoying especially in own territory when shuffling units => Solved
- Pathfinding troubles when a 'friend' blocks my units => Solved
- Civilian units/workers and 1upt => Solved
- Slightly unrealistic touch to it (just remember how huge a tile is in square km) => Solved
In general this would allow the former easy navigation in own territory while keeping the tactical challenges when in combat.
There sure is a flaw?
So I am wondering if anyone can tell me a real advantage 1upt has against what I will outline as alternative below.
But to define the criteria, the positives and negatives of 1up:
Positives:
+ No stacks of doom
+ More tactics involved when near enemy/in combat bringing right unit to the front
+ "unit type A is especially strong against unit type B" is more meaningfull, because you cant just create a stack of different units to create a balanced, boring super-unit or defend units too easily (note that this is an additional advantage over the normal "no stacks of doom" advantage)
Negatives:
- Pathfinding/navigation annoying especially in own territory when shuffling units
- Pathfinding troubles when a 'friend' blocks my units
- Civilian units/workers and 1upt
- Slightly unrealistic touch to it (just remember how huge a tile is in square km)
The solution could have been:
Allow multiple units per tile. But when attacking a stack you attack the weakest unit of the stack and all units deal a certain ammount of collateral damage. Effect: Stacking units is dangerous because of unlimited colatoral damage on that tile.
See how this achives everything 1upt does:
+ No stacks of doom => Make no sense anymore, because a single unit attacking a 50 units stack of doom harms 50 units (collatoral damage!) AND when the stack is attacked the weakest unit defends.
+ More tactics involved when near enemy/in combat bringing right unit to the front => Achieved, Now you'd normally don't want to stack units near the enemy, only in very special terrain situations (tactically interesting!).
+ cant stack different unit types to create balanced bot boring super unit
And see how it avoids the downfalls:
- Pathfinding/navigation annoying especially in own territory when shuffling units => Solved
- Pathfinding troubles when a 'friend' blocks my units => Solved
- Civilian units/workers and 1upt => Solved
- Slightly unrealistic touch to it (just remember how huge a tile is in square km) => Solved
In general this would allow the former easy navigation in own territory while keeping the tactical challenges when in combat.
There sure is a flaw?
