![]() Originally posted by DasaKamov:Honestly (and IMO), adding that level of granularity would be more hassle than it's worth.Įxcept no one said "let me equip my melee units with sniper rifles and my snipers with swords." If you take away those built-in unit roles and make it so any unit can do anything, players can find it frustrating and time-consuming trying to build an army "just right". Going back to my previous example, most anyone who plays video games knows how a sniper-unit or hulking, stomping monster can be utilized. ![]() Lastly, there's the very real possibilty that players (especially newcomers to the series) will be paralyzed-by-choice if they could just add whatever weapon to whatever unit. ![]() Heros would lose a part of that unique identity if cheap, exoendable units could just pick and choose what weapons they take. Secondly, the ability to customize your heros' weapons is a large part of what makes them unique individuals with more flexibility than your standard strictly-organized military units. The meta of using your favtion's strengths to exploit the enemy's weaknesses turns into "I have no idea what will counter what, so I'm just throwing random units onto the battlefield." If you're facing a hulking, slavering beast with huge fangs and claws, you know that you want to keep away from it and shoot it at range.īut if any close-combat monster could be given sniper rifle, or if a sniper unit could be given a fire sword, that strategy/counter-strategy goes out the window. ![]() Especially in a multiplayer setting, there's a fundamental layer of strategy that comes from knowing the strengths and weaknesses of an opponent's forces - that is, if you see a unit with a sniper rifle, you know they'll be powerful at long range and weaker up-close. Honestly (and IMO), adding that level of granularity would be more hassle than it's worth.įor one point, there's the "gameplay balance" issue. ![]()
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