TPM -> RE: AT vs TOAW3 (7/10/2007 12:59:22 AM)
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ORIGINAL: Arditi Much of PT's(and hence AT as it is a great improvement) complexity comes from the decisions to be made. Tactical decisions(recon, air, ground, etc), reinforcement(what type do I make?)and what priority objectives do I take may seem like simple decisions compared to other games, but becomes a larger/growing puzzle that delightfully becomes a brain teaser. I like TOAW 3 and I will really like AT because I know that Vic will improve on everything(how little) that PT lacked(differing terrain, better random map generator, better play/ interface graphics and a stronger editor). There is something about PT/hence AT that really appeals to me over other games of this genre that is hard to put my finger on. I guess I like filling my chits/units up with tanks, infantry, air, etc. of my choice and seeing little graphic representations of the hardware(a sensory thing I bet). I like upgrading with a research tree my tanks, etc. I like the supply rules and how it affects readiness, etc. I like trying to outfox my opponent by recon and quesswork what he is going to put into his chits/units to try to achieve victory. I guess it's the "I have the power/influence" to put what I want in my units that's appealing...and Ravinhood I agree with you that Vic is a class act. With that scenario editor we are going to see some outstanding scenarios I believe. The only complaint I have is that it is not in my greedy little hands! haha[:)] Respectfully, Arditi Absolutely agree with you Arditi...I've said a bunch of times in other posts, but there is a simple eloquence to the game (PT I'm talking about, I'm assuming AT) that I really find appealing. The game is just complicated enough to keep you interested, but simple enough to allow to actually PLAY the damn thing instead of learning a bunch of rules and concepts...anyway, yeah, can't wait to get this one.
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