Anti-cav bonus is included in the base price of the unit. Upgrades cost a percentage of the base price, but the anti-cav bonus doesn't increase with upgrades. This means all anti-cav units pay too much for their upgrade relative to non-anti-cav units. This is part of the reason that cav/sword armies came to dominate MTW multiplayer. You have the same situation with ranged units. In MTW, LongJohn attempted to address this by giving discounted upgrades to ranged units, but all this did was transform upgraded ranged units into super melee units breaking the RPS gameplay.Originally Posted by PROMETHEUS
Another issue is that CA insists on tying morale to the experience upgrades. This causes gameplay problems because morale determines at what point a unit will rout. The value of some units is dependent on their ability to rout enemy units using a fixed magnitude morale penalty, but this value will be eliminated if morale gets too high. The cost to purchase that unit doesn't change, but its value on the battlefield does as morale level changes.
The game doesn't work right if the morale is too low or too high, and there isn't a lot of dynamic range in the system. In MTW, you only have about a 4 point range over which it works well. It's a stretch to say it works well over a 6 point range. The engine has fixed morale penalties for all kinds of combat effects, but allows unit morale to vary all over the place via upgrades, both purchased upgrades and battlefield upgrades. You can't design a particular gameplay under such conditions. It's unclear whether morale is still tied to upgrades in M2TW because Palamedes didn't talk about morale in the conntext of multiplayer except to say that units no longer rout in less than 5 seconds.
Certainly, battlefield upgrades have no place in multiplayer. They were removed by CA in MTW/VI v2.01, and the game played better as a result. Then battlefield upgrades came back in RTW. Where is the logic in that? They had better gameplay without the battlefield upgrades, so they put them back in RTW and left them in through 3 patches and an expansion?
Good things are that the upgrades don't provide as much of a combat boost as they did in STW/MTW and are more limited, and they are pricing them so that a unit is most cost effective at its base price. This is much improved over the STW/MTW system, and means that choosing a good morale level is even more important if there isn't going to be a separate adjustment. The very fastest a unit should rout is about 30 seconds, and that's with the strongest offensive unit matched against the weakest defensive unit. The longest a unit matchup should last is probably around 2.5 to 3 minutes, and that would be with highly defensive units matched up.
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