If it creates choices great.
I just dont want to see "race to the nuke". Because thats the complete opposite of creative choices and good gameplay. Thats repetitive and boring. If theres nothing to do other than build them, then drop them, thats not very interactive or creative.
I mean you have this super interactive and creative model and variant system, you have this super interactive and creative division creating tool, you have this super interactive and creative resource and production system for creating these models and variants you designed, in the divisions you design..
So they can get wiped out by a thing with no resource requirements, no models, no variants, not in a division, that required no creativity or input on the part of the player other than "Hu hu hu hu mushroom clouds".
Maybe just no one else has looked at it that way yet.
But I dont want my handcrafted First Panzer Division that ive had all game and doted on with love and affection, constant upgrades and micromanaging, that has all this interactive gameplay and emergent strategies, vaporized by a nuke that took nothing more than tech rushing and a couple clicks.
THATS the definition of not fun.
Everyone thinks about the dropper, not the dropee. The effect it has on you as a player, getting nuked by another player. If it sucks....you just stop playing with nukes from then on, or mod them, or whatever. In which case...why waste time on them in the first place.
Even for the dropper, its a hollow experience. Everyone who has played Civilization, has nuked people, once, gotten bored of it, then never did it again.
Fantasy nukes are boring.
Real nukes have 70 years of intrigue, politics, fiction, futurism, doctrine, fear, technological improvements, and cultural movements against them.
Which one should we have again?
/puts comedy hat on
By quick show of hands, who here came here, because of the ships and planes and tanks?
Ok, by show of hands, who came here to have all those ships and planes and tanks rendered obsolete and pointless?
Your honor...I rest my case.
I just dont want to see "race to the nuke". Because thats the complete opposite of creative choices and good gameplay. Thats repetitive and boring. If theres nothing to do other than build them, then drop them, thats not very interactive or creative.
I mean you have this super interactive and creative model and variant system, you have this super interactive and creative division creating tool, you have this super interactive and creative resource and production system for creating these models and variants you designed, in the divisions you design..
So they can get wiped out by a thing with no resource requirements, no models, no variants, not in a division, that required no creativity or input on the part of the player other than "Hu hu hu hu mushroom clouds".
Maybe just no one else has looked at it that way yet.
But I dont want my handcrafted First Panzer Division that ive had all game and doted on with love and affection, constant upgrades and micromanaging, that has all this interactive gameplay and emergent strategies, vaporized by a nuke that took nothing more than tech rushing and a couple clicks.
THATS the definition of not fun.
Everyone thinks about the dropper, not the dropee. The effect it has on you as a player, getting nuked by another player. If it sucks....you just stop playing with nukes from then on, or mod them, or whatever. In which case...why waste time on them in the first place.
Even for the dropper, its a hollow experience. Everyone who has played Civilization, has nuked people, once, gotten bored of it, then never did it again.
Fantasy nukes are boring.
Real nukes have 70 years of intrigue, politics, fiction, futurism, doctrine, fear, technological improvements, and cultural movements against them.
Which one should we have again?
/puts comedy hat on
By quick show of hands, who here came here, because of the ships and planes and tanks?
Ok, by show of hands, who came here to have all those ships and planes and tanks rendered obsolete and pointless?
Your honor...I rest my case.
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