It is also far more interesting from a map design perspective: the potential variety of maps is increased from the COH1 resource system. Strategic points worked so well in COH1 because they were STRATEGIC, and something very close to it must be resurrected. It created another potential focal point for battles and contests which are at the heart of COH. You do not feel the punishment of being cut off from resources in COH2 as you did in COH1 and that adds more thought, depth and consequences to neglecting cut-offs. Something that needs to be brought back that kept the push-pull of COH1 very interesting was population cap being directly connected to the number of points controlled. They were the fastest points to cap, which improved game flow and encouraged assaults for the cut-offs. A strategic point did not yield any meaningful resources from outposts which kept them open and exploitable. The way cut-offs work in COH1 was also outstanding. The dynamic involvement in the decision to build an OP, or to attack and destroy OPs was great. Players had to weigh where to put an outpost to keep them safe. 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. Defining strategies based on a map's resource points is a fundamental part of COH1.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |