Trouble is I can think of much worse ways they could have handled all this. How many of us have played games where missiles magically avoid hitting your own troops, or casualities are determined mathematicaly regardless of the animation.
I agree that missiles fired from a height do travel a lot farther and that must be affected by the fact that the ground to height ratio is exaggerated. If the hill is three times higher than it would be in real life and the trajectory of the missile degrades at the same rate as it would in real life, then it will travel further than it would in real life because of the additional height of the firer above ground level.
I suppose CA could try fiddling with the rate of kinetic energy loss on the projectile but personally I think that would create more problems than it solved. Not least for missiles fired from battlements where we actually want to get the value from the full hieght of the walls even though they are too high in relation to the true ground scale.
Its like everything really, we all have our pet hates. Mine is undoubtely the over-powered cavalry, but I recognise that this is a game and that people like to see men thrown through the air as a reward for their efforts. Personally, I quite like watching my enemy suffer because I was clever enough to grab the hill before they did. The higher ground advantages have been a feature of CA's games since STW and its always been the primary battlefield tactic.
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