Nachtmahr667
Posts: 24
Joined: 11/1/2019 Status: offline
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Hello all, this is just a game design philosophical musing thread. I don't expect the game to change anything (although it would be nice, of course, if it did). I started this thread just to share what is on my mind and make people aware. So... Warplan does a fantastic number of things right. It is definitely the best game of its kind / in its genre by far (I am going to write a steam review in the same vein), but even such games can have a few problems, and Warplan does. A quirk that rubs me the wrong way lately is the way R&D is translated into the units on the field. I have two problems with this: a realism/historicity problem and a playability problem. Let's talk about realism/historicity first: We all know that all units need to be a specific subclass. For example, you cannot have a plain armored corps. It needs to be either "Breakthrough" or "Heavy Tanks". The problem is, corps are and were too large a formation to have had such narrow specializations. There were heavy tank battalions, but no heavy tank corps. Corps are actually the first military formation without a pre-defined size. They are basically miniature armies. They have all sorts of troops and equipment with them. Thus, pidgeonholing them into one and only one tech is unrealistic and unhistorical. Corps sized units should profit from more than just one tech. Now let's talk about playability: All countries start with a more or less large number of units that, obviously, already have a pre-defined specialization. For example, Germany starts the game with about 20 or so infantry corps, all of which have the "Assault" specialization. As a consequence, it is a no-brainer decision into which tech you as a player should invest your rather limited R&D points. And as a consequence of that, it is another no-brainer decision which specialization the new infantry corps you are going to build are going to have. The restrictiveness and mutual exclusiveness of tech coupled with the scarcity of research points (together with the nature of the starting forces) forces any sensible player into a pre-defined research and build plan. In other words, it takes away decision-making and thus downgrades play experience. In my eyes, unit specializations shouldn't be fixed. They should be the natural sum of the various pertaining techs. This would give the player more sensible choices when building up his forces and thus enhance playability. Have a great day, Alex
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