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Thread: RTW Multiplayer Rules: A Synopsis

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  1. #15

    Default Re: RTW Multiplayer Rules: A Synopsis

    I think that 2 different opinions regarding the perceived problems in TW are expressed here, which are caused:
    a) by players
    b)by CA/TW as a series/the marketing department etc

    If one's objection about playing the game is a), then he can find a group of similarly minded people, or play SP, alternatively wait for another game with a different MP crowd.
    If OTOH its b), then one can try to mend the defficiencies of the game, thus modding and rules could come into play, unless the problems are so extreme for the said individual that TW as a series is to be dismissed until it gets a radical overhaul.

    I also find rather unprobable that a game could depict any type of actual warfare-be it medieval (most hard) or classical - without important compromises to gameplay. Ofcourse that isn't to say that I'm pleased by the general RTW approach, but VI MP offers quite satisfying gameplay at a tactical level when the "skill" gap between the teams isn't significant, esp. with some mods and certain florin levels.
    I remind you that the game wasn't built around a certain amount of money anyway, and each may have his personal preferences.

    Commenting something that Yuuki said, I believe that if a group of people is able to deliver solid teamplay, then any army "inferiority" is somewhat diminished, plus more diverse tactics can be performed - ofcourse straighforward moves come to anyone quite naturally, the challenge lies beyond that. And straying from the standard can often prove very surprising for the opponent.
    Last edited by L'Impresario; 11-27-2005 at 17:33.
    [VDM]Alexandros
    -------------------------------------------
    DUX: a VI MP enhancement mod
    -Version 0.4 is out
    -Comments/Technical Problems are welcome here
    -New forum on upcoming DUX tourney and new site (under construction).

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