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In article <[EMAIL PROTECTED]>, Markus Armbruster wrote: > Some people whose judgement I respect tell me the whole concept of che > needs a redesign. che are way too wimpy. They should function as spies, as anti-aircraft units, and should be under the coordinated command of the invaded player. And all che commands should work without a cap. Fighting che should cost billions, and damage the happiness of your entire country. OTOH maybe realism isn't such a good goal. > >> 4) Terrorists (aka land spies w/ "sabotage") -"What's new, Normie?" -"Terrorists, Sam. They've taken over my stomach. They're demanding beer." >> 6) I'd like to revisit an idea that was previously discussed back in > > An alternative approach: limit effectiveness of large stacks. Let > combat strength add up up only to a suitable limit (number of units, > number of men, whatever), then give diminishing returns. This > approach is not used for classical boardgames, since there you have to > keep the calculations as simple as possible. Stacking limits, on the > other hand, are no real problem there. Computer games are different. The conventional 20% self-inflicted casualty rate may be a useful guideline here. 1/5th of the time, when you win a combat round, you still lose a mil from your own stack. This could be truly random, rather than largest/cheapest, making combat riskier. You might want to hold back the most valuable units, just to keep them at 100%. This might only apply to the larger of the two forces, where the confusion is likely to favor the smaller force, or to some threshold. -harmless
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