Build limits in multiplayer
Posted: Fri Oct 06, 2017 3:16 am
As i do not oppose the idea of build limit itself, there's one thing that makes it horribly artifical and immersion breaking. I assume that build limit's supposed to show fundamental limits of ww2 industry from historical prospective and avoiding minmax from gameplay. But it has one issue now - when events add unit they ignore the limit, if it's full, but still eating up a slot, if there's one avalible. That makes it somewhat abusable - for example allied player is encouraged to build at-gun early, to get african at on overlimit. This is not cool, as player's decision is affected by entirely artifical element. And even more, after gaining this unit you are afraid to lose it much more than you should be usually, as you couldn't regenerate it even for full price.
I think when event offers you a unit, it should increase limit accordingly, so there won't be any reason to specifically study events that give units, or tremble in fear of losing them.
I'm specially talking about MP, because in sort-of competitive game vs human both sides try to use all instruments avalible, so such breaking immersion things happen more often.
I think when event offers you a unit, it should increase limit accordingly, so there won't be any reason to specifically study events that give units, or tremble in fear of losing them.
I'm specially talking about MP, because in sort-of competitive game vs human both sides try to use all instruments avalible, so such breaking immersion things happen more often.