KB airgroup resize

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SqzMyLemon
Posts: 4239
Joined: Fri Oct 30, 2009 2:18 pm
Location: Alberta, Canada

RE: KB airgroup resize

Post by SqzMyLemon »

ORIGINAL: Alfred

No, it was the other way around.

It was the introduction of PDU after the game design had been frozen in classical WITP which undermined the intent behind the carrier group size/resizing. Clearly this was not an area which was important enough to be scoped into the AE project.

Just another example where devs bow to pressure from the customers, and in the process slightly "unhinge" another game area. People who clamour for "improvements" often fail to note the unintended ramifications which will ensue elsewhere.

Alfred

Ah, I never played WITP, but I see what your point. I can't speak for the masses who clamoured for change, but I still think it sucks. [:D]
ORIGINAL: Chickenboy

ORIGINAL: Miller

Hardcoded IIRC. No biggie, just split up a couple of the 36 plane land based Zero sqds and use them to fill the gaps until July.

Yes. This.

[:-]
Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
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PaxMondo
Posts: 11393
Joined: Fri Jun 06, 2008 3:23 pm

RE: KB airgroup resize

Post by PaxMondo »

ORIGINAL: Alfred

ORIGINAL: SqzMyLemon

... This change completely undermines the intent behind a PDU on game in my opinion...

No, it was the other way around.

It was the introduction of PDU after the game design had been frozen in classical WITP which undermined the intent behind the carrier group size/resizing. Clearly this was not an area which was important enough to be scoped into the AE project.

Just another example where devs bow to pressure from the customers, and in the process slightly "unhinge" another game area. People who clamour for "improvements" often fail to note the unintended ramifications which will ensue elsewhere.

Alfred
Good point. I'd forgotten about this. Thanks for the reminder.
Pax
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