What I don't understand is why play-testing didn't point this out. Surely there must be some of the CA staff who actually know how to play this gameIt literally breaks the deployment feature since it renders the player's choice untenable by design. The AI will make a beeline right for the capture point, you have no choice but to defend it. Like you state, if you're severely outnumbered you now have probably zero chance of victory.The staff members playing some of the demos certainly didn't, but I can't believe noone raised the fact that what you just stated is plain as day......place a victory point on the map and you've just dictated to the defender where they have to deploy irregardless of terrain or troop composition.....
And yes, it approaches the 'game-breaker' status for me.
As stated earlier, the most obvious reason for this has to be preventing "corner cuddling" but to this I say.....make better maps. As a mapmaker for a now-forgotten WW2 strategy game, I can say with some authority that maps make the battle. Make them interesting, make deployment areas flexible depending in the situation, and for gods sake get rid of those hills/mountains in the corners where the AI loves to camp![]()
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