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 Post subject: Terrible nuisance: You can't dismiss/replace units
PostPosted: Mon May 14, 2007 10:35 am 
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Tough Nut

Joined: Fri May 04, 2007 1:48 pm
Posts: 25
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Location: Lisbon
In many (oh, so many) turn-based games (especially those from the great deceased company SSI) you could "dismiss" (or "delete" or "reassign") any unit whose usefulness you no longer saw as worthwhile and eventually replace it with the full cost of the replacement - or the net difference - positive or negative, as in People's General.

The result of not being able to do so in MA/Domination is that you really tend to ignore pills and eventually the most powerful turrets, because of the fact that unless they get destroyed, they will block your movements!... This is very bad.

Even with mobile units, you might want to "delete" units in order to fill cramped space with more mobile or worthy units, for example. Or units with more HP, or... you think of one.

Of course campaigns is when you better would use the dismissal of mobile units. But the dismissal of buildings (towers, pillboxes, etc.) is a need in any type of scenario.

One final note: In the Panzer General series, you really did not want units lying around that only served to award experience points to the enemy through easy kills. The experiance was one reason, the other one was "limited slots" - you could have so many units, regardless of your resources allowing you to buy more. Here in MA, you are "naturally" limited by revenue, so the number of slots is not a problem - the problem is "wrong" or "immobilizer" units...


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 Post subject: Re: Terrible nuisance: You can't dismiss/replace units
PostPosted: Wed Oct 28, 2015 1:43 am 
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Levy

Joined: Wed Oct 28, 2015 12:19 am
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I understand that you know the reason for this.

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