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Original post by Talroth
Get around the "Maxed out Army" by having maximums (and Minimums) on points you can keep with you as you go. If you start producing a large number of first rate soldiers, then the higher ups draft them into other units. If you keep struggling, then the game will kick you a few good specialists if you don't have the required points to complete the mission.
There's ways around it, certainly, but any failsafe method is going to be harder to design and balance than non-persistence. It's a trade-off about whether keeping an attachment to units is worth the extra design issues.
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Original post by Sandman
It doesn't really work for me. I generally find that it is enough to manage blobs of different unit types, without having to worry about differences on the individual level. If I drag-select a blob of soldiers to send off on a suicide mission, I don't want to have to start worrying about whether one of them has survived three battles and has earned some kind of special upgrade. The only way to make it work is to reduce the overall scale of the game down to just a handful of units.
Generally I tend to see unit persistence in the more tactical games, especially the turn-based ones. Typically your troop sizes are lower - a couple of dozen, max.
For me, the best way to get me attached to my troops is to give them names. If I've got a unique identifier for all my troops and they hang around after battles, I start getting very protective of the ones that have been around long enough for me to recognise.
The other way is to have the units slowly level up through experience, and make the top tiers hard or impossible to recruit. While a fully maxed out unit in most games is usually quite adept at staying alive, it's also a severe blow if it falls.
But I agree that the downside is that players like me get very protective of their units. That's one reason why I preferred to play Starcraft as the Zerg; it felt in character to just throw wave after wave of those guys at the enemy. Doing the same with the Terrans or the Protos just felt wrong, so I had the need to micromanage them and keep them alive at all costs.
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Original post by Orymus
I kinda like this actually... Stacraft's campaign was interesting regardless, but it was honestly 'a tutorial' Real gaming starting in skirmish (either vs ai, but most notably against players). I still play a game versus a few computers once in a while, and I still think its fun.
It's fine if the multiplayer is the prime focus of the game, but less so if there's a strong emphasis on single player. It's a problem with game design in general - many games like to give new powers to the player as they play the game right up until the end. But if the coolest toys come at the very end of the game, then there's no time to fully enjoy them.