Copper Head wrote:No it isn't.
You have three different rules/processes for creating divisions, corps and armies for what is in essence the same thing - grouping units under a leader.
Therefore, if you agree to this then you must agree that the gameplay mechanic for creating these grouping should be the same.
Gray_Lensman wrote:The only roadblock I see, is the number of allowed divisions seems to be set to low. I would like to see a discussion of what these limits should really be as I am in a position to implement a change in these limits in the vanilla scenarios, if we can reach a reasonable agreement on just what they should be taking into account the AI, gameplay, and historical perspective of the Union being of necessity the "offensive" side.
Gray_Lensman wrote:The only roadblock I see, is the number of allowed divisions seems to be set to low. I would like to see a discussion of what these limits should really be as I am in a position to implement a change in these limits in the vanilla scenarios, if we can reach a reasonable agreement on just what they should be taking into account the AI, gameplay, and historical perspective of the Union being of necessity the "offensive" side.
soloswolf wrote:As far as the payment... Do you mean make it the same as buying units, etc as opposed to costing it out at turn resolution?
Because while I have no issue with the current system, I would be fine with that change.
Copper Head wrote:easier to understand rules and gameplay = easy access to the game from Mr Casual = more sales![]()
W.Barksdale wrote:I propose to merge this thread with the one below so as to come to an agreement. The discussions are similiar.
http://www.ageod-forum.com/showthread.php?t=7710
Gray_Lensman wrote:Then, what is really needed is a button to press that will reserve the amounts of the various resources/funds to prevent you from overspending. That would effectively remove that particular micro-management item. This could be applicable to the new games using the same game engine, something that AGEod might implement.
runyan99 wrote:If the cap is going to change, I suggest a 50% increase, so for the CSA that would be 24*1.5=36.
arsan wrote:I like it. It's a nice increase but not too drastic.
I fear that no cap could end allowing some gamey/not very historical uses.
Divisions have a cost but its not too high, so given you have money/WS to spare (like the USA) you could spam divisions and make nearly every stack with an * leader a division, effectively getting rid of most of the CP penalties.
I think the divisions cap should not hamper the organization of the main armies but a division should still remain a "special" and valuable tool used mainly under the chain of command (Armies/corps) and as some independent commands.
Not be the standard anywhere else (garrisons, raiding parties, secondary theaters...)
Just my 2 cents![]()
Jabberwock wrote:There is no benefit to using them for garrisons or raiding parties, unless you mean big garrisons, in which case it is not gamey. A raiding party in need of a division container is not a raiding party. It is a recon-in-force.
Sorry to repeat myself (unless I said this in another thread), but if a player wants to spend their resources that way, I say let them.
Jabberwock wrote: I think what I said above still applies. Guess you disagree.
Regards
Gray_Lensman wrote:The problem I see with this is that the game engine doesn't distinguish between human players and the AI in this respect. So how would Athena know when to apply the limit and when not to? For instance, you can switch sides if you want to, if that regard, what would Athena do then?
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