TheMeInTeam
If A implies B...
- Joined
- Jan 26, 2008
- Messages
- 27,989
But so what? Should the game only be played at King because that's where the rule are closest to even?
Is this implying a logical fallacy? I'd like to confirm what you're actually arguing before I make a point against it. It seems to me that you're suggesting this is akin to playing a higher difficulty, where the AI gets bonuses. However, that isn't the case; as even within the framework of resource/unit/output bonuses the AI generally has to follow the same rules and has the same victory conditions. This mechanic is an example of a glaring and pointless break from that.
Any mechanism that forces the human player to be more strategic improves the game experience.
Careful micro to avoid putting units near someone's border isn't strategy. It's micromanagement, and of a fussy variety where the hardest bit of "strategy" is more of a mundane game of "keep away from these hexes". All it does is straight penalize new or careless playes; once the mechanic is known it brings very little, if any, serious thought.
What you write about game design may be valid, but I don't find it particularly on point. Between (1) leaving this particular feature alone, (2) removing it, or (3) the changes you suggest -- I think (1) results in the most best (most interesting, challenging) play experience.
It's one thing to think that, but for the purposes of discussion please provide a logical reason why that is the case. "Handle this mechanic the same way in the vast majority, if not virtually all cases" is not how one would typically define strategic depth, but it is how people suggest to treat this mechanic in practice. It carries about as much weight towards "strategy" as moving a scout you already own onto a hex containing a ruin with no enemies near it. Most players will not have to engage in serious consideration as to whether that's a good move or not.
No one has provided evidence (anecdote or code inspection) that this isn't the case.
Hmm...the post a bit above didn't move the troops, but the thing had a timer on it regardless. Perhaps we should test this and settle whether it's even an issue before discussing further, since if it does drop the NAP immediately after moving away then I've nothing to argue against anymore.