Wilhammer wrote:Why not set the dots to count elements, say, 9 or 10 elements per dot? As it is now, 1 unit could be a leader or 18 elements organized in a division; 1 soldier or 16050 soldiers.
Wilhammer wrote:But, as Pocus says, we can get the dot info I am asking for with the tooltip - I just want the dots to jive with the tooltip, so I might not need to use the tooltip, so I can do a threat estimate just looking at the stack at a glance.
Now, if the tooltip was as equally vague, that would be different.
Fog of War was is one thing, but at a level where 3 guys look like 16050 of them, that seems a little out of synch.
As for spreadsheet game, this game has all the detail you need if you dig around to spreadsheet play it.
tc237 wrote:This is bad mojo.
Now we are changing things that do not need to be changed.
I thought the concept of this game was that the player does not have god-like control or information.
First we wanted to eliminate the naval aspect because some found it too tedious and time consuming,
then we wanted to be able to split, merge and micro-manage elements within brigades, although that was not the within the design concept or intent,
now we want exact, detailed, unit strength and power values displayed at a glance.
This all very frustrating for someone who wants to play the game as conceived and designed.
I am starting to lose interest in this ever changing game of supposed "good ideas".
tc237 wrote:This is bad mojo.
Now we are changing things that do not need to be changed.
I thought the concept of this game was that the player does not have god-like control or information.
First we wanted to eliminate the naval aspect because some found it too tedious and time consuming,
then we wanted to be able to split, merge and micro-manage elements within brigades, although that was not the within the design concept or intent,
now we want exact, detailed, unit strength and power values displayed at a glance.
This all very frustrating for someone who wants to play the game as conceived and designed.
I am starting to lose interest in this ever changing game of supposed "good ideas".
pasternakski wrote:I agree with General of the Army tc237. I believe we are starting to wander around in the wilderness here. AGEod staff needs to re-assume command and turn this into a finished product that at least resembles the original one that we bought.
"Fixing" is one thing. Redesigning on the fly is something else. It's getting rather frustrating to be this far down the road in trying to learn how to play this verschimmte thing and it keeps changing all the time.
And one more thing. If the "mod squad" takes over this game and AGEod future designs, this customer ain't likely to be coming back. Design a game, execute the design, and fix what you, the designer, decide needs fixing. Coding the thing with a design imperative that it be easily modifiable by end users destroys the integrity of the design by placing emphasis on making what ought to be immutable susceptible to change.
I buy games because I want them to place me in a specifically-designed command situation (primarily a historical one for me - just my preference in game types). Then, I play with the idea of taking what was available to my historical counterpart and seeing if I could do bettyer. Some variation within the reasonable possibilities of the historical situation is desirable, to be sure, but this needs to be built in by the designers after careful consideration.
I have no time for, "Gee, wouldn't it be neat if we could ..."
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