karonagames
Posts: 4712
Joined: 7/10/2006 From: The Duchy of Cornwall, nr England Status: offline
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@MichaelT. I hope you get invited to the WITW beta test team, as you are clearly going to make sure that the new logistics system based on rail capacity is going to work and therefore be applied to WITE2. If you had been a tester for WITE, and had discovered the muling/chaining technique, and posted 18 AARs showing how you had used it to achieve Axis victory before 1942, would you have expected WITE to have been released with HQBU in it's current form? The fact is that HQBU was introduced 2 months before the game shipped, and none of the testers discovered the muling/chaining technique. In the November before shipping, I raised a concern in the Dev forums saying that I thought HQBU was OP as it could be used in scenarios for end-run grabs of VPs as that is what I was testing at the time, but my concerns were not considered. I fully understand that everyone plays the game for their own reasons and get's satisfaction from achieving certain things within the game; I have always played within the "how am I doing against history", and am I using "historically feasible strategies and tactics". In the 2 41 GCs I have played that have got into 1942, I am happy that both objectives have/can been achieved without muling/chaining. I am less sure that the game should lose HQBU altogether, as I feel that there are some circumstances where a so-called "average" player will need it to reach historical benchmarks. While HQBU remains in it's current form, I have absolutely no problem with what you are doing, as it is perfectly "legal". What I do have a problem with is with you developing a strategy that can be derailed (pardon the pun) by something as simple as a parachute drop, and then trying to protect this strategy by preventing the one thing that counters it. Would I play paper, scissors, stone with you if you had all three and I had just paper and scissors? WITE does self- balance, and as you noted there exists a mechanic to counter every other mechanic, but it relies on both players having access to those mechanics. Imagine how your strategy would be affected if partisans were player-controlled.
< Message edited by BigAnorak -- 4/1/2012 11:59:24 AM >
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