quote: Original quote by Lizard:
The railgun idea seems like a good one but it''s not really a stalemate breaker, as it sounds as though it would be very difficult (if not impossible) to use against a good opponent of equal strength . It''s more the sort of weapon you''d use to finnish a game off in spectacular fashion against an opponent who''s already dead.
An idea for a stalemate breaker would be a type of EMP cannon, which while not destroying buildings could bring the enemy defences offline temporarily. If executed correctly this type of weapon would give you a small window in which your enemy would be vulnerable but not totally helpless , so it''d still take a certain amount of skill to pull off a successful assault.
When I talk about stalemates, I am not talking about perfectly balanced forces, because victory will be decided by tactics in this case. What I do mean, is when one player adopts a tactic which denies his opponent victory, but also denies himself victory. Example: A game of AoE I once played on an island map where one player walled in his entire island with ballista towers and build a huge fleet of juggernauts. Without any ground units, he couldn''t destroy his opponents, but no one could attack him either. The fact that such strategies are possible could be construed as a design flaw in the game itself, and perhaps using WoMD as a stalemate breaker is just trying to avoid the real problem, but as a designer, it is difficult to predict what strategies will emerge from your design.
One problem with ''counter weapons'' (ie, anti-missile missiles or weapons which can shoot things in orbit or whatever) is that they make WoMD redundant as stalemate breakers. As long as a player has the appropriate counter weapon dug in with the rest of his army, the WoMD is useless.
I''ve been toying with the idea of an EMP weapons as well, it is a pretty cool technology. This sort of weapon could give an infantry force a serious edge over mechanized units, for example. However, like the WoMD, this sort of thing has a potentially huge effect on the overall game balance, so I am still not 100% sure I want to use this sort of thing.
quote:
Original post by AdmiralBinary
I think RA2 handled it quite well, actually. The super-weapons (IMHO) were well-balanced (does not mean "realistic", BTW). Also, they added the option to turn them off, so you can''t really complain, can you?
quote: Original post by Wavinator
You could do what Total Annihilation did with the Can units: Basically, so many friggin'' hitpoints that it takes a couple of nukes. IOW, you give the player the ability to scale conventional forces so that artillery is ineffective and nuclear artillery becomes a necessity. If the build time scales are roughly the same, then it becomes a matter of tactics and style. (I remember the TA expansion had a unit like this, a massive walking robot called "Korgoth" (?), but wasn''t quite balanced time-wise)
You are right, RA probably did the nukes like that for balance reasons, and I agree with the principle that realism shouldn''t get in the way of gameplay. But you also have to maintain suspension of disbelief, and the fact that nukes could damage (not destroy) buildings made out of concrete, but couldn''t harm a soldier at all completely destroyed all suspension of disbelief. Even though the SC nukes are also woefully underpowered (from a realism point of view, not game balance) they were a lot more convincing than the nukes in RA. For the same reasons, I don''t really like the idea of just escalating armour - these WoMD are supposed to be decisive weapons, not just an excuse for making half your forces redundant.
My thinking is that if you can''t balance them without giving them a reasonably convincing level of power, then you are better off leaving them out altogether. Half assed nukes that don''t hurt soldiers == utter crap.