Queeg
Posts: 495
Joined: 6/23/2005 Status: offline
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quote:
ORIGINAL: christof139 There are many problems with disease. One of them is that after the initial onset of disease, the troops that survive are not continually decimated in a major manner, but are continuously reduced in number in a minor manner, as some immunity may be built-up in the troops overtime etc. Also, troops returning from the sick lists would be continually returning to the unit. So, I just play without disease. Disease can make you sneeze, and I don't like sneezing. Achoo. See what I mean?? I will try the disease-on feature in the future when the weather warms up again. It would be interesting to differentiate what type of disease is affecting a body of troops too, as there were many types as you know, dealing out permanent and oft times only temporary losses to the troop strength. However, generic disease is also OK as you have it, since I don't use it anyway now, but may try it in the future. Some of the criticisms of the disease model, I think, are a bit too literal-minded. (Not necessarily yours, but some I've seen elsewhere.) I view the disease model principally as a constraint to discourage the gamey tactic, so prevalent in most games, of allowing perpetual uber-stacks on the front lines. To me, that's its primary function and utility - and I very much like the fact that the designers here have attempted to add a constraint here. I don't especially care whether it models hyper-realistic rates of illness or immunity or medical care. The key question, for me, is does the model force the player to act more realistically in terms of troop dispersion? While the numbers perhaps could be tweaked a bit, I like the fact that the game imposes a penalty if you don't disperse your troops. And since hospitals can be built only in cities and cities often are remote to the front lines, it forces the player to adopt the practice of moving his forces into winter quarters, away from the front lines - which certainly was a necessary and common practice at the time. The overall effect, on balance, is to encourage more realistic behavior. And that's a good thing, in my view.
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