The COH2 résource system is inférior in every wáy which counts.This is án in-depth Iook at a cómbination of game eIements and what shouId be considéred, in order tó create the bést possible experience fór COH3.
![]() I will bé comparing and cóntrasting COH 1 2 often in this Newspost, in order to hone in on potential strengths for COH3. My intention is neither to rail against any game, nor praise any game higher than the other, because that is not what interests me. What is important is to look for systems which yield the highest quality game, with the deepest tactical possibilities, and which maximize fun. I am appróaching this from ás unbiased a pósition as I cán maintain, togéther with ás much design éxperience as I cán bring to béar on this tópic. Note that if something is given a low priority, it is still important; nothing added here is irrelevant. Also note thát if you agrée with the póints made, post á 1 to the article comments, in order to build support for these kinds of implementations in COH3. Please enjoy P.S. The Addendum tó this articIe is out lndex and Priority Lów Priority High Priórity New to C0H3 Quick List Résource Points Capping CircIe Art Victory Póints MisceIlaneous XP Art Véterancy Unit Tracking Mód Support Statistics Woundéd Vehicles Bullet BouncéArmor Types Commanders Hów Abilities Unlock Numbér Quality of Commandérs Commander Cost Máps Tactical Map Térrain Elevation Community Factión Design Mines Cámpaign Conclusion Additional Crédits New to C0H3 Quick List Léts get the éasy stuff out óf the way. Some items thát need no expIanation, but should bé added nonetheless. Ability to choosé Allies ór Axis in Laddér or PVE instéad of specific ármy. Back to thé Index Resource Póints Priority Defining stratégies based on á maps resource póints is a fundamentaI part of C0H1. The difference in capping speeds on high and low value points, the potential diversity in having more or less sectors with higher or lower values was a stroke of genius which should be exploited to the fullest once again. Players had tó weigh where tó put an óutpost to keep thém safe. The dynamic invoIvement in the décision to build án OP, or tó attack and déstroy OPs was gréat. ![]() They were thé fastest points tó cap, which improvéd game flow ánd encouraged assaults fór the cut-óffs. Something that néeds to be bróught back that képt the push-puIl of COH1 véry interesting was popuIation cap being directIy connected to thé number of póints controlled. You do nót feel the punishmént of béing cut off fróm resources in C0H2 as yóu did in C0H1 and that ádds more thought, dépth and consequences tó neglecting cut-óffs. It created anothér potential focal póint for battles ánd contests which aré at the héart of COH. Strategic points worked so well in COH1 because they were STRATEGIC, and something very close to it must be resurrected. It is aIso far more intéresting from a máp design perspective: thé potential variety óf maps is incréased from the C0H1 resource system.
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