True, but it muse be believable, explained, and internally consistent: Players will expect some sort ofreason, be it scientific, magical, or practical, why only nine units can be stacked. A logistics or command point system goes a long way to providing that reason, in a way that the hard cap cannot.
Very few games, if any, are internally consistent. It's really an anal criterion to have and it doesn't add anything to the gameplay.
The same thing goes for sports, take baseball for example. Foul balls count as strikes, except when it's strike 2, then they don't count at all, unless it was a bunt attempt, then it's a strikeout. A foul ball caught by a fielder is an out, except when it's a foul tip, unless it was strike 3.
Why are baseball rules not internally consistent and filled with exceptions? Because the game would suffer without those exceptions.
In any case, it's irrelevant, since units will be custom built by each player. I honestly forgot that.
Yeah, let's not forget. I am very skeptical of this feature. I fear it will lead to cookie-cutter unit designs, making the whole game vanilla and bland.
I really hope Stardock can prove me wrong on this one, though.
You look at the advantage that the ability confers, the amount of training needed teach it to a unit or the production/essence cost of an aritfact that adds it, and you come up with your best guess, which you then refine through beta and alpha testing until it satisfies people.
Yeah, but you have to come up with the production cost in the first place. Many abilities also tend to specialize units or interact with one another in such a way where the whole is greater than the sum of its parts. For example, adding invisibility to a ranged unit vs a melee unit is a big difference. The ranged unit benefits far more from it than the melee unit, to the point of being overpowering.
All of these factors come together in such a complicated way that varies based on how you use them. It's pretty much inevitable that there will be big holes in the point system to take advantage of this and lead to monotony.
That may be true, but as people often seem to forget, we are not talking about MoM here. We are talking about Elemental, where beasts are rare and need to be recruited.
Another strike against the game, but whatever.
Anyways, I am firmly against the "9 unit" stack limit thing. Now matter how much you argue, itdid cause the same problem in MoM as it did in AoW. Once you are able to get ahold of the top tier units, you are simply not going to produce the crappy ones except in extreme circumstances. Now maybe it isn't as extreme in MoM as it was in AoW (where monocultures of the top tier units was effective against pretty much anything), but the problem was still there. By the end of the game, I sincerely doubt you'll be using the same types of units as you were using in the first turns. This doesn't translate directly to Elemental where there aren't really predesigned units, but it is still relevant. The goal in Elemental is to present the choice of whether to field a small army of elite troop, a huge rabble, or some mixture - and to have all of those be viable options. Doing this in MoM would result in a quick death. I know I haven't played it, but I've read enough comments from people who have played it to be as sure of this as if I had.
You didn't play MoM, how do you know what problems it did or did not have? I am firmly against unlimited stack size and I have played enough examples of both to know that unlimited stack size is the bane of tactical variety. It boils the whole thing down into a numbers game.
MoM's elite units were balanced against the rabble by virtue of the fact that it took an extremely long time (or a huge amount of mana) to get your units to elite. And when they died, you had to start over/spend more mana on new ones.
Every single unit in the game of MoM had at least one weakness which could be exploited to completely neuter that unit, making it impossible to use that unit exclusively against a smart opponent (the AI in MoM was dumb as stones, so it didn't count).