From: Brookings, SD, USA
Stacking units for 'free' is fine in a boardgame, where you've made the player do all the bookkeeping anyway, so one more rule is neither here nor there. However, in a computer game it's a little different.
From a players viewpoint I don't understand the above. One of the joys of computer gaming over board game playing is that the computer takes care of enforcing the rules so its easier for the player and is just fine in the computer game to add the rule. Its less fine in a board game where now, I as the player, must keep track of the extra rule and the special case.
Of course, the opposite is the case for the coders.
You will notice that the unit display area on the right has room for four units. Where do we display the fifth?
Sure we might be able to redesign the whole game to display a fifth unit, to accommodate this fairly minor point, but where would we put all the other info that's currently there?
This is a very good point. The coders of the computer game have to make a "is it worth it" judgement on every rule that is going to be added. And this is an excellent example of that cost/benefit judgement that must be made. Every coder and designer at SSG might agree that allowing one AT unit to stack free is an excellent idea, more realistic and taken by itself would be better for the game.
However, if the cost is a lousier unit display, a forced redesign of the display that likely would make info harder to intuit for the user, etc etc, then it may not simply be worth the cost of adding such a feature that wouldn't effect game play, or the realism, all that much. And particularly so, if the change is questionable, even on its on merits.
I'm sure that won't prevent people, including me from making suggestions, though its good for us to hear sometimes where even a good suggestion may suffer from the law of unintended consequences.
Incidently, I'm in some awe at the cleverness and thought that went into the interface for KP, having tried some coding of these things I have some appreciation of what's involved. I consider the KP interface to be one of the best I've seen for this style of a wargame.
As I mentioned before, making new rules is easy. Displaying information about them in the limited context of a computer screen is the area that easily causes the most dissension in the design team.
I can appreciate that!
In any case, I believe the changes in the 1.10 patch of KP have ensured that this isn't a real problem. Anyone who stacks four AT units in a hex is committing suicide.
I liked those changes and believe they improved things significantly, good show!
Any relationship between what I say and reality is purely coincidental.