From: Fife Scotland
ORIGINAL: Hubert Cater
Thanks gentlemen, this is already fixed on our end
Hi Hubert, as I have said earlier,I have been watching all Paradogs Gamer AAR video's, and as far as I can see, during the players turn, the game is now seriously unbalanced! With the combination of the new movement,combined attacks,and the extremely high percentage of successful attacks on units,it appears to easy to completely destroy units. Units that will have to be replaced,I really fear that the MPPs available,will not be enough to build these needed new units,to replace the losses,which can only result in a fatal hemorrhage.
To counter this advantage,more attacks have to fail,this can easily be remedied by using the EVADE option,this in combination with maybe reduced damage per attack,will make the game much more challenging.
I have to say I'm amazed,that everyone appears to think that the gamey attack combinations are ok? So the target unit is just going to do nothing, but take damage,from a procession of attacking units,who are moving from 4 or more hexes away,I don't know what the game scale per hex is,but I'm assuming 20 - 25 miles.Attacking units move in attack,and move away again,only to let another unit move in and attack,and move away again,does no one think that this is gamey and nuts?
On land this type of combat is maybe perfectly ok,because land units are protecting Cities etc,naval units don't have that to concern them,they are free to move about when and where they want.
This is where the naval game is completely different from the land combat.On land its feasible to assume, that a unit will defend one hex,be that a Town,City whatever. At sea,naval units don't have that,when naval units get attacked,they are both aggressive and defensive, they are moving targets,at 20 Knots or more in most cases,firing at a target thousands of yards away,while at the same time always changing course to evade being hit by the enemy.If they are undamaged and winning nothing changes,but when they start to take serious damage,then they revert to all out defence,by using a smoke screen to hide their position,while at the same time repeatedly altering course,in an all out effort to escape.
Don't get me wrong I think the game is great I do,but their are things that need highlighting,and this is one of them..
I also know that the game is abstracted,but this is taking it out of the realms of probability,and as soon as I get my copy of the game, I will as usual go straight to the editor and fix the combat aspect.
< Message edited by kirk23 -- 10/20/2016 11:16:41 AM >
Make it so!