Gameplay Logistical Improvements
07-06-2012, 12:37 AM
(This post was last modified: 07-06-2012 12:40 AM by timcoffman.)
Post: #8
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RE: Gameplay Logistical Improvements
(07-06-2012 12:23 AM)Kamikaze28 Wrote:(07-06-2012 12:18 AM)timcoffman Wrote: I would urge the designers to reconsider such a drastic decision, since it makes the difference between an enjoyable game that forgives my mistakes and a frustrating game that I will discard after a couple matches. I agree with you, with some clarification: that meaningful and consequential decisions should have meaning and consequences. The fog of war is exactly what makes this a potentially fun and interesting game; I would not suggest reducing its role at all. Would I DID suggest is that the fog of war defines the difference between a consequential action and an inconsequential one. For example:
(07-06-2012 12:36 AM)Kamikaze28 Wrote:(07-06-2012 12:29 AM)timcoffman Wrote:(07-06-2012 12:17 AM)Kamikaze28 Wrote:(07-06-2012 12:05 AM)timcoffman Wrote: When the Bombshell displays possible targets, it reveals hidden opponents which are one step beyond your current field of vision.This came up during beta and was discussed at length - the truth is: you cannot incorporate the Bombshell mechanic with the other rules without breaking some implicit assumption - apparently, this approach was deemed the most acceptable by the devs. Why should pointless actions be not possible? Is it any more or less of a "user error" than Un-shelling and re-shelling? I would suggest that bombing near the edge of the fog of war is decidedly a non-pointless action WHEN you don't know what will happen in the fog. If you suspect an opponent is in the fog it totally makes sense to bomb next to him. But you could be wrong! |
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