Xenon wrote (View Post): |
My guess is that there are two schools of thought at work here:
The first one looks at battles as something that is decided only by the players' actions, so to them having low morale kick in when one side could maneuver to a full win on a map is silly. This is because of the way morale is implemented in the game. When a force routs, the winner gets control of victory points equal to some formula, which may mean that the losing side holds on one turn longer despite having only vehicle crews and whittled second line infantry remaining on the field. On the other hand, the other looks at the battle in a way that the battle between two sides is just one key part in a larger conflict between formations. In that case, you might be losing your part of the battle, but unless it's catastrophic, the other elements could still save the day by stabilising the front. If you've played the Combat Commander board game series, then you might've heard of this argument. |
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Never act on initiative is slightly complicated, because while your troops could realistically start moving according to what they see as important, the player can override them if he keeps an eye on the team status bar or the minimap. From that aspect, this setting only adds more micromanagement in a game that isn't micro intensive as the usual RTS. The complicating point is that sometimes units can spot and start firing on teams that the player doesn't know about.
I have little multiplayer experience, so I can't comment much more on the pros and cons of all you've mentioned. Maybe someone else can add to the discussion |
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