Post
by DX » Sat Apr 08, 2006 10:03 pm
In the upper echelons, the Douchenator appears to be near the limit. The 45 degree rule is the only existing one regarding power, and only says how we can use available artillery, not how powerful it can be.
As for regular water guns, practicality is the major limiting force. There are no rules limiting the power of mods/homemades, the battle conditions do that for us. If something is powerful, but is not practical to use in a heated battle, then it won't be used. Then again, I have yet to build a homemade that would replace my current primary guns, so we haven't dealt with them much in wars.
And rather than taking out skill, increased Tech actually requires more skill. You need to come up with whole new tactics and manuevers. It also changes what you used to be able to do, as well as requires you to have a well-trained, cohesive team and command system. Douchenators are not very effective for battle, but they are unequaled as a scare weapon in night battles. In that opening night battle, I showed no backbone, no offense whatsoever, since we ran out of artillery ammo.
So really, limits are unnecessary. That's what I love about our style of 1HK. You don't make the limits, the game makes its limits on YOU. :laugh: Same for some battlefields as well. They are in control, and its you against the battlefield as well as you against the enemy.
marauder wrote:You have to explain things in terms that kids will understand, like videogames^ That's how I got Sam to stop using piston pumpers