A single cycle could not possibly have been as long as one whole second, could it? I mean like oooooooone-miss-iss-ipp-i. In STW at least I seem to recall different guys dying off at different times within the space of a second. If it were as long as a second, death noises would take on a distinctly slave-galley feel (if you can imagine what I mean-- one, two three, STROKE! one, two, three, STROKE!).
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In a tangentially related point, I have heard anecdotally that the little buggers have hitpoints now. Interesting? Heck yes.
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But to reveal my own position, I was always an advocate for slower battles way back with STW: MI, and distributed a Mod with this as a feature. I decreased killing speed and decreased morale, and IIRC it would take two Yari Ashigaru (peasant) units about 5-7 minutes, and they'd run off with 40-60% still alive.
I liked the feel of it. But of course even that was alot faster than actual combat.
Thinking about it now, I am not so sure that my previous positions were correct. It seems that speed would have to be somewhat accelerated, and thus Player Control inhibited, to realistically represent Command and Control (in the absence of any other constraints). So for me, the Jury is out on RTW.
Though from what I hear, I am leaning toward the opinion of it being too fast. It seems that the decision was made to balance Strat-map time vs. Battle time, and to make battles fit into the attention spans of a wider cross-section of the populace. Things in STW/MTW were probably already fast enough to simulate problems with C&C (just listen to all the people who were compulsive pausers in THOSE games).![]()
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But anyway, with me running off to Mexico in less than a month this is not a very good time for me to be buying and immersing in the game. I am very interested in hearing what other people think about it and seeing what other people do with it, though.
DA
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