Re: Proposal: Remove ammo wagons
Posted: Wed Jan 26, 2011 10:39 pm
Moved the musket/canister range discussion from the ammo thread to here, hope y'all don't mind.
Making life simpler
https://www.norbsoftdev.net/phpBB3/
Ah,thanks :pinch: but, let me make sure I understand. :unsure: An unbalance that favors the infantry is okay. However, a perceived unbalance by the game designers in the latter example is not okay because it favors the artillery. I think I AM BEGINNING to understand! :huh: :blink: :whistle:IMHO. . . 250 yard musket and 200 yard canister ranges cause less imbalance than do 200 yard canister and 160 yard musket ranges.
I completely understand, Mark! "Agree to disagree!"Just my opinion, Jack. I have no problem with you preferring it the other way around.
Well I don't usually keep count because that's not why I am here. But giving you a ballpark estimate off the top of my head? At least 5? I have no idea, really, like I said."For many, winning comes first at any cost, and so shortcuts to gain an advantage are welcomed by them."
Really? Many? How many?
Right, you're basically saying the same thing that I am. All of the discussions here that have mentioned said agreements favorably have not gotten anywhere. Hence my remark that they are a farce (to anyone who believe they are in place or can be put in place reasonably)."If you have noticed our discussions, gentlemen's agreements are a complete farce owing to the disposition of certain members of the community."
Last I checked, there are no "gentlemen's agreements" in place for Garnier's campaign. If I'm wrong, please correct me.
Garnier cannot fix what the game mechanics will allow. We can tweak things, true, but the fact remains that the game mechanics allow for stacking and having infantry and artillery intermixed. Are things better with 250 yard muskets? Yes, I'd have to say so (despite the historical inaccuracy). You jacked with me the other night on something you couldn't even see, so far as I'm aware, being on the far flank with restricted sight. I mentioned it as a jab to you since the first thing you said to me when I came back (Friday or whenever it was) was a jab at me for my guns, which was untrue in both instances.I think Garnier's campaign punishes those who roll their guns up to the line enough so that it's really no big deal. I keep my guns several hundred yards behind my lines 90% of the time. But I really don't care where players put their guns, as long as we keep 250 yard muskets, that is. I jacked with you the other night because right off the bat you started complaining about Ellis' guns being too close to the line, and then you put yours right behind your lines.
Hypocrisy bugs me, where you or anyone else puts their guns, not so much.
The only balance problem with the cannon, I think, comes in with cannister. Otherwise, I don't think anyone is saying there's a problem. To try and compensate for the overpowering, well, power, of cannister, we changed/compensated the infantry with longer range. With our current options, that meant giving them an "imbalance" of sorts. However, there does not appear to be a way to redress this imbalance. If we give cannister greater range or drop the musket range, it will again complicate the front-line dynamic, and will likely imperil the infantry again. There cannot be, as it stands now, a perfect balance between the two, and so in whoever's perception, one piece will always have something of an advantage/disadvantage. I do think we have done some decent work to make it closer to balanced, though.Ah,thanks :pinch: but, let me make sure I understand. :unsure: An unbalance that favors the infantry is okay. However, a perceived unbalance by the game designers in the latter example is not okay because it favors the artillery. I think I AM BEGINNING to understand! :huh: :blink: :whistle:
J
The only issue I have with this is the comment that we will "likely imperil the infantry again."The only balance problem with the cannon, I think, comes in with cannister. Otherwise, I don't think anyone is saying there's a problem. To try and compensate for the overpowering, well, power, of cannister, we changed/compensated the infantry with longer range. With our current options, that meant giving them an "imbalance" of sorts. However, there does not appear to be a way to redress this imbalance. If we give cannister greater range or drop the musket range, it will again complicate the front-line dynamic, and will likely imperil the infantry again. There cannot be, as it stands now, a perfect balance between the two, and so in whoever's perception, one piece will always have something of an advantage/disadvantage. I do think we have done some decent work to make it closer to balanced, though.