This is certainly a controversial topic, so all opinions are welcome.
Topic is, if the army/navy XP cost for designing devisions/ships are good game design or if these costs should be removed.
Let me go first:
In my opinion, it does not make sense from both a logical and a game design point of view. First, the logical point of view is, that it is not really a matter of expirience to assign man or equitment to a unit. Divisions are (from an immersive POV) just the group structure of the army, after all. For ships, it does a littlebit more sense (from the immersive POV), because the design process of a ship would be "better" with experienced designers.
However, I'm more concernd with the game design aspect. For me, the XP requirement is more limiting for game fun, after all. I think, I'm not the only one who would like to design the army at the start of the game. Think of the possible tasks the divisions could be assigned to, and assign equitment and men accordingly. The XP requirement doesn't let me do that, which leads to mismatched production and generally a lot of hassle I don't want in the later stages of the game (when I want to focus on war, you know...).
For the navy, it is even more of a killer, IMHO. When I reaserch a new component, I want to add them to my designs, and not wait until the game is half over (until 1940, that is) before I can do anything meaningful with naval tech. For me, this renders component research more or less useless, instead I focus on tech that gives me modifiers.
So, what remains is the question: Wouldn't XP become useless then? And the answer is no, it wouldn't. It could and should be used for research bonuses and for upgrading equitment (like tanks or airplanes). Naval tech already implements this real nice, land tech and air tech could implement a few more XP-boostable techs.
Topic is, if the army/navy XP cost for designing devisions/ships are good game design or if these costs should be removed.
Let me go first:
In my opinion, it does not make sense from both a logical and a game design point of view. First, the logical point of view is, that it is not really a matter of expirience to assign man or equitment to a unit. Divisions are (from an immersive POV) just the group structure of the army, after all. For ships, it does a littlebit more sense (from the immersive POV), because the design process of a ship would be "better" with experienced designers.
However, I'm more concernd with the game design aspect. For me, the XP requirement is more limiting for game fun, after all. I think, I'm not the only one who would like to design the army at the start of the game. Think of the possible tasks the divisions could be assigned to, and assign equitment and men accordingly. The XP requirement doesn't let me do that, which leads to mismatched production and generally a lot of hassle I don't want in the later stages of the game (when I want to focus on war, you know...).
For the navy, it is even more of a killer, IMHO. When I reaserch a new component, I want to add them to my designs, and not wait until the game is half over (until 1940, that is) before I can do anything meaningful with naval tech. For me, this renders component research more or less useless, instead I focus on tech that gives me modifiers.
So, what remains is the question: Wouldn't XP become useless then? And the answer is no, it wouldn't. It could and should be used for research bonuses and for upgrading equitment (like tanks or airplanes). Naval tech already implements this real nice, land tech and air tech could implement a few more XP-boostable techs.
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