This thread is based on a post by Akka de Vil in the neverending Dmc507 thread.
The main line of though among the defenders of the combat sysytem is that we, those that dislike it, simply want to be invincible at some late point in the game (where's the fun in that!?). They can't figure out why we just don't create ridiculous A/D numbers to get this effect and leave them (and this forum) alone. Well, thanks to Excelsior (giving credit where credit is due) I already know how to make a trully unbeatable unit without changing a/d numbers (make modern armor move 8, blitz, give ability to bombard, rate of fire 4. NO competition). But being invincible was never the point. The point is giving gamers the best possible tool to customize.
Lets say i want to come up with a unit that has a rare chance in hitting but does horrible damage when it does hit (this is where Akka's post comes in)? 'Well, raise the Attack values' would be the answer. OK, but by doing that I simply increase the chance of hitting, without increasing the possible damage- so in the end I only moved further from my aim. Or what about a unit that almost always hits but does little damage? Or what about a fortress, which takes loads of punishment? With the civ2 combat system I could create all of these, no problem. With the Civ3 system I can't create any of them correctly-not a one.
A/D values are blunt instruments. That 'unecessary complexity' Soren spoke off also created a fine instrument which we gamers could use to create infinite possibilites and fine balances. You can play a sonata on a piano with hammers- but it won't be pretty, and it won't sound the same.
The main line of though among the defenders of the combat sysytem is that we, those that dislike it, simply want to be invincible at some late point in the game (where's the fun in that!?). They can't figure out why we just don't create ridiculous A/D numbers to get this effect and leave them (and this forum) alone. Well, thanks to Excelsior (giving credit where credit is due) I already know how to make a trully unbeatable unit without changing a/d numbers (make modern armor move 8, blitz, give ability to bombard, rate of fire 4. NO competition). But being invincible was never the point. The point is giving gamers the best possible tool to customize.
Lets say i want to come up with a unit that has a rare chance in hitting but does horrible damage when it does hit (this is where Akka's post comes in)? 'Well, raise the Attack values' would be the answer. OK, but by doing that I simply increase the chance of hitting, without increasing the possible damage- so in the end I only moved further from my aim. Or what about a unit that almost always hits but does little damage? Or what about a fortress, which takes loads of punishment? With the civ2 combat system I could create all of these, no problem. With the Civ3 system I can't create any of them correctly-not a one.
A/D values are blunt instruments. That 'unecessary complexity' Soren spoke off also created a fine instrument which we gamers could use to create infinite possibilites and fine balances. You can play a sonata on a piano with hammers- but it won't be pretty, and it won't sound the same.
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