In the DD is said, that only one flagship can be build for obvious game balance reasons.
Although historically of course there had been more than one flagships in a navy.
I thought it was sufficiently established that hard locks/caps are in general an inferior design to soft caps.
So why not introduce a soft cap?
Say, if in a sea tile / in a battle more than one flagships of the same nation are present, then that side will receive a -1 dice roll penalty for every additional flagship. So if e.g. I come to the battle with 3 flagships, be they in one fleet or in three different fleets each, then I will get a -2 combat penalty.
Sounds balanced to me and would at least allow us to have a flagship in the atlantic and one in the pacific for example.
What would be the justification beyond game balance? Naval coordination is difficult enough, having two or more centres of command present in one battle won't be helpful.
Why am I proposing this? Flagships looks nice, but being restricted to only one seems just the worst solution for a game design problem one can come up with. No offense intended, only honest feedback.
Although historically of course there had been more than one flagships in a navy.
I thought it was sufficiently established that hard locks/caps are in general an inferior design to soft caps.
So why not introduce a soft cap?
Say, if in a sea tile / in a battle more than one flagships of the same nation are present, then that side will receive a -1 dice roll penalty for every additional flagship. So if e.g. I come to the battle with 3 flagships, be they in one fleet or in three different fleets each, then I will get a -2 combat penalty.
Sounds balanced to me and would at least allow us to have a flagship in the atlantic and one in the pacific for example.
What would be the justification beyond game balance? Naval coordination is difficult enough, having two or more centres of command present in one battle won't be helpful.
Why am I proposing this? Flagships looks nice, but being restricted to only one seems just the worst solution for a game design problem one can come up with. No offense intended, only honest feedback.
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