Rudankort wrote:That would only be meaningful if you could use different weapons on different targets, but this is exactly unwanted micromanagement combined with broken "one attack per turn" rule.
No, attacking something else would be impossible anyhow because of the one attack per turn rule. But I outlined the scenario above - as it stands, you cannot order an artillery piece to attack a target with indirect fire only.
Insanity!
Rudankort wrote:Ammo is unlimited in this game, so that's not a problem.
For energy weapons this makes sense, but other than that, I wish ammo were still a factor. By steamlining out such gameplay nuances you are also steamlining out the tactical possibilities that relied on them.
Rudankort wrote:The reason why I want to avoid micromanagement as much as possible is, if it is allowed and some people use it, others will have to use it too to remain competitive (in MP especially, but in SP too). But not all people enjoy it. Me personal preference is for streamlines gameplay, so let's just say I'm doing games which I like myself.

Understood - but see my last sentence. PzC was a very simple game to begin with. Why not steamline out the player having to move his units as well? This is just busywork. Let's make it like a tower defense game and have units move and fire on their own!
Rudankort wrote:Weapons have different ranges, different accuracy per hex penalties, different direct/indirect stats, and you face enemies with all these differences as well. So, you need to carefully choose engagement range and exact position from where you attack. This is basically the point to have several weapons. Not to mention it's an important aspect of Warhammer 40k.
Maybe this will only become clearer when you have a wide variety of units at your disposal. Right now, I'm seeing very little nuance. In fact, I'm inclined to say everything being ranged units kinda breaks the game. It's too easy for both sides to mob up on a single unit and units appear too fragile. Those that should be able to take a pounding also have less base strength, so in effect, they die just as quickly.
But once again, maybe playing more and thus getting access to a wider variety of units will adjust my view.
And considering how this was discussed in the PzC forums time and time again, I'm very disappointed you went with a straight unit slots approach again - especially since point values for battles are a staple of WH40k.
Rudankort wrote:Thanks for that, and although I won't give any promises right now (I'm not the only person this depends on), I think that the perspective of a PzC sequel is becoming increasingly real with W40k finally released.

I wasn't asking for any promises, but supporting your studio now by driving it's sales (even though I'm of course just a single drop of water in the ocean) might increase the chances of that happening ever so slightly.
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rezaf