As I wrote elsewhere, deployment zone size should stay as it is - this would add a disincentive to take too many infantry units along, but still allow players to do so - but it'd take two turns or even more to bring all the units to the field.Kerensky wrote:Deploy zones must be a certain size, they cannot just be infinitely huge.
Agreed. I'd never dream of taking this much INF, but there are people with much greater tolerance for long turn times. Think about the guys playing the giant PzC scenarios taking part on a world map...Kerensky wrote:Gameplay significantly slows down as the pool of player units expands past 30 CORE units.
Haha, that was a good one Kerensky.Kerensky wrote:Units lose their individual uniqueness when you have too many of them
Or are we talking about a different game now? One where every unit has a fair chance to acquire lots of experience? One with heroes that lead the unit and give it specific advantages? One where you can name your units?
Cause none of these things are in Armageddon.
Like I wrote above, players were using gargantuan maps in PzC without issues. Except the long turn times and stuff, sure - one of the main reasons I was never interested in the large scenarios, but they were possible.Kerensky wrote:Maps have size limits that must be observed. It would take map size past 50x50 to fit such an overabundance of units, and there are many technical reasons this is not feasible to do.
That said, like I also wrote above, the size of the official scenarios should not change, imo. Besides, let's not fool ourselves into thinking something like that was even in the cards.
Wait, besides the horrible touch UI, you mean to tell us we PC players playing a PC game on the PC are getting the short end of the stick because some other folks might be playing the game on a tablet and you design the content of your PC game PC players play on their PCs with that in mind. Amagawd.Kerensky wrote:Memory issues on non-PC devices becomes a serious concern.
Err ... no? Inf was a very important part of every player core in PzC, right up to the end. Playing with only tanks was a recipe for disaster ...Kerensky wrote:Panzer Corps behaved very similar. Infantry struggled in the campaign because the campaign values long lasting units who can retain high experience scenario after scenario after scenario.
I usually used them all up until I realized an all-titan army was the way to go, at which point I lapsed for a time. In the final scenarios, I used up everything again and filled my ranks with some more space marine infantry to seize objectives and defend them if need be. Frequently lost 'em buggers, cause INF sucks in Armageddon.Kerensky wrote:Also, what good what it do to inflate scenario deployment limits if player's aren't even using all of their deployment slots to begin with?
I'm just quoting this line representative for the ongoing INF discussion. Like I wrote above, I feel INF were a worthwile unit in PzC, and the problem with them in Armageddon boils down to removing the game concepts that made them desireable in PzC (close combat, digging in) and implementing game systems that were not very well thought out. Parts of Armageddon feel like no playtesting whatsoever took place, and from remarks of people that played the beta, I'd cobble together a rather unpleasant picture where stuff was frequently changed and finally just shipped in a knowingly half-arsed state. I have no good solution for the INF issues at this point, as making them considerably more powerful might very well upset the content of existing scenarios to a considerable degree - it'd also affect the orks, after all.Galdred wrote:Giving higher body count to infantry without upping their damage ridiculously would make infantry have a niche purpose : damage sponge
I'm sure we (or let's say you guys, don't wanna steel anyones thunder) could come up with a good system on paper, but I have a hard time believing something very different will be implemented after appearently no sh*t was given about this during the entire span of the games development cycle. So all that can remain is most likely minor tweaks...
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rezaf