barbarossa2 -> Don't "Cap" Artillery Numbers (3/17/2009 8:54:51 PM)
|
Once again, I am a "free market" advocate in games. In this case, that means that if people are building way more artillery units than were historically fielded, then the units are either a) too powerful or b) too cheap, or c) just too easy to come by. Capping the number of artillery is a cheap and dirty fix. But it doesn't address the imbalance in the system. It is like putting rent caps on apartments. I say either make artillery a) less powerful, b) more expensive, or c) harder to come by. Some might say b and c are closely linked. But I don't think they are exactly the same thing. I am sure Peter the Great would have loved to make more cannon and could have afforded to pay for them IF the supply of bronze would have been better. For him, his problem was there weren't enough church bells to tear down and convert. You could raise the cost of artillery in terms of "metal" and then it wouldn't be the money capping its production, but the availability of the raw material. I do think it would be cool to give players an option to "plunder" the church bells of their nations in exchange for a drop in national morale. I also think that you should use PBEM human mult games to see what kinds of artillery numbers humans are fielding against other humans to see if the system works. Who knows what kinds of tricks people come up with to beat a computer that can't learn and can't change its behavior.
|
|
|
|