MarbitChow wrote:I'm not especially concerned with correctly modelling real-world warfare at all. I'm deeply concerned with making sure every unit contributes and can be fun.
I understand. But I also know from personal experience that modelling off of the real world as much as possible results in systems that are easy to balance.
The real generals spent many thousandfold the amount of time we could ever pour into this game ensuring that they had units and tactics that could counter those of the enemy. They themselves were essentially continuously balancing the system. So when in doubt, look at what the guys upon who's decisions lives actually mattered did.
Not to mention, many elements of strategy transcend the medium. Tactics (with a capitol 'T') are going to apply to the game no matter what you do to balance it. The only choice you have is which tactics apply...
Generally speaking, systems which favor combined-arms tactics have the most variety, and therefore tend to be the most fun. But currently, there is no counter for the tactic of pinning the enemy in melee with tanks while archers rain death upon them. This removes variety from the system and (more importantly) limits the capability for clever maneuvering to bring success even with an inferior force, thus lessening the fun.
MarbitChow wrote:The problem I see with forbidding shots is that you end up discouraging hand-to-hand. I want to make the melee units feel more useful, not less, and if closing for HTH means blocking your archers, they're going to stay back.
Only if your archery is more powerful than your enemy's. If it isn't, you'll be wanting to get into close quarters as fast as possible. And if it is, the enemy will be trying to do the same to you, instead.
This is a good thing. You're discouraging hand-to-hand in one situation, but you're also encouraging it in another. This encourages players to maneuver their forces cunningly, in order to take advantage of their own strengths and their enemy's weaknesses.
I don't know about you, but for me that's what makes games fun.



