The low standard hitpoint values are fine for SP, though annoying at times. They could be disastrous for MP. Firaxis are apparently taking a lot of the randomness which decides MP out of the game optionally (like huts, and unequal starts), so why not cut down on the battle randomness? MP duels at least are decided often by a few battles, as are any early rush strats. An important part of MP is the early stage, where borders are set, and resources are claimed. It takes a lot of skill to use as few units as you can in this stage to go as far as possible.
The randomness as it is changes all that. A player can send out a few warriors and end up killing all your horsemen, PURELY BY CHANCE. This happened in civ2, but in civ3, warriors taking out attacking horsemen happens every few battles. MP duels are going to be cross-my-fingers-and-hope-for-the-best affairs if combat stays the way it is.
Solution? Put in an option to double units hitpoints. It also needs to double artillery rates of fire. This cuts down combat randomness considerably, and is optional. It'd be easy to stick in the game, and wouldn't need much testing. Why not?
The randomness as it is changes all that. A player can send out a few warriors and end up killing all your horsemen, PURELY BY CHANCE. This happened in civ2, but in civ3, warriors taking out attacking horsemen happens every few battles. MP duels are going to be cross-my-fingers-and-hope-for-the-best affairs if combat stays the way it is.
Solution? Put in an option to double units hitpoints. It also needs to double artillery rates of fire. This cuts down combat randomness considerably, and is optional. It'd be easy to stick in the game, and wouldn't need much testing. Why not?
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