Berkut -> RE: A few notes from the patch in testing... (1/10/2007 4:46:59 PM)
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ORIGINAL: Queeg quote:
ORIGINAL: Berkut What is this uber stack you are speaking of? Because each area in this game encompasses hundreds and hundreds of square miles. This is an area based game, not hex. So the "uber" stacks youa re talking about? They actually existed. While sometimes armies were broken up do to foraging/supply issues (Longstreets Corps being sent away in 1864, IIRC, for example) the idea that the game needs some mechanism to force the players to spread out is simply fallacious. Preumably, they ARE spread out, all within the area they occupy. I don't ahve any real problem with the winter dispersion, but disease hits in the summer as well. I would REALLY like to see the historical evidence that suggests that Armies at the time were not concentrated at the scale the game represents. In a perfect world, the game would have more provinces. But it doesn't. Hence, much of the maneuver that occurred in real life isn't possible at this scale. Without the disease model, the game would devolve to my perpetual stack on my front line versus your perpetual stack on your front line. I like the fact that the game forces more fluidity, even if it doesn't perfectly match the scale. Fluidity = good. Stagnation = bad. Scale, I can live with. Again, an abstraction of the literal that, I think, produces a better result overall. Have you played the game against a human? There is some inevitable concentration, but the game hardly devolves into a "perpetual stack" standoff. And it isn't disease that causes that. There is plenty of space for maneuver, and plenty of reason not to just pour everything into one spot. Indeed, that is a recipe for losing, since your opponenet can simply attack where your uber stack isn't. The game disease model forces ahistorical activity, namely because the effects are ahistorical.
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