GB68 -> RE: I'm unhappy with VP losses for garrison shortages (12/15/2009 11:49:37 AM)
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ORIGINAL: ADB123 I'm unhappy with Victory Point losses for bases that don't meet their garrison requirements. Right at the start of the Campaign scenario there is a base in India that only has 19 combat points in it and a requirement for 20 for garrison, so it immediately causes a loss of a victory point. Therefore, I have to set the two units there to allow reinforcements in order to get the combat point level up to at least 20. The issue for me with this is that this particular base is in the middle of India, far from the Burmese front, and I have no good reason otherwise to give any reinforcements to the troops there - I'd rather save those reinforcements for the troops at the Burmese front. Okay, that's a minor irritation, but what is worse is the situation in China and Burma. Rangoon and the Chinese coastal bases have garrison requirements for the Allies. This means that when I pull out my troops from those totally undefendable positions I lose victory points. My alternative is to leave troops in place to be surrounded and destroyed with ease by the Japanese. If the objective of this is to force a player to keep troops in place, then the answer should be to make the troops static, not to punish the player by taking away victory points for making a tactical decision. Sure, the "nuclear riot" approach that caused massive destruction of facilities wasn't good either, but this is an equally poor approach. The Devs ought to consider looking at alternatives for the next patch. I have to say, that I'm beginning to agree. Although I generally play from the japanese side. Whilst I find the Japanese garrison requirements in China historic, the VP penalty is counter-productive. I thought China was unbalanced in favour of the Japanese, but this method used to counter that is severly punishing the aggressive player. Basically making it not worthwhile to go on the offensive as VP lost will be greater than VP gained. Frankly , I preferred the previous base infrastructure damage. I think that should be applied on a random sliding scale. Which is what I beleive was the case before.
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