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RE: DS: Walkers

From: Brian Bilderback <greywanderer987@y...>
Date: Fri, 7 Feb 2003 16:43:09 -0800 (PST)
Subject: RE: DS: Walkers


--- Michael Brown <mwbrown@sonic.net> wrote:
> The problem seems to be that optimal designs are all
> that get used.  I prefer a 
> game where the choice of design is partially removed
> from the player i.e. WWII 
> Germans using PzIII against Soviet T-34 instead of
> Panthers, or Shermans  in 
> general :).
> 
> An M1 may be the optimal MBT, but what if the
> deployment had to be air only?
> 
> "Your Task Force will be deployed to Shazbat 7, but
> due to cargo restraints we 
> are limited to size 2 vehicles, the Euries have a
> tank plant on planet so we 
> can expect to see T-2144s (Size 5).  Select your
> force from these three 
> (pre-generated) models."
> 
> I like sub optimal designs and I like Walkers
> (especially early [Unseen] 
> Battletech).	I know that Walkers are absurd, but
> they look COOOL.  With in the 
> framework of a game it works.
> 
> I guess what I'm trying to get at is that design
> systems and point values tend 
> to pull min-maxers out of the woodwork.
> 
> Michael Brown

Mini-maxers will find a way to rape any system, except
for preset scenario forces where you have NO choice as
to what you bring.

Scenario limitations are fine, and definitely have a
use.  But they can also be over-used to the point of
making a player feel constricted.  That fine balancing
act John refers to is common in all areas of gaming.

=====
Qui me amat, amet et canem meum.

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