"Markus Armbruster" <armbru.DeleteThis@pond.sub.org> wrote in message
news:87mzc4sau2.fsf@pike.pond.sub.org...
>
> Is that still necessary when cede behaves like attack?
>
Given the example of the latest South Pacific game where che
has been reduced by a factor of 10 and the fact that che are
a mere micromanagement annoyance in a large takeover anyway,
I would say no. You are relying on a single aspect of the game to
account for and control disjoint behaviors, and the existing
aspect doesn't even control what it is supposed to. Current che
behavior does absolutely nothing to curb massive expansion by prepared
countries against their unprepared neighbors. Given the scenario
where the neighbor could make his country deliberately unprepared
I don't think it will work any better.
Then we have to consider the actual situations where 'cede' has
been used and abused (at least in the eyes of enough so that it
hasn't been used in years): That is when a quitter quits and
gives away his entire country because he can't/won't/ is too
much of a loser to/ actually fight. This behavior is bad enough
that it should be made impossible. I realize that it cannot be
made completely impossible, I have even deliberately
quit in games myself because it was the only way I had left
to help my allies, but any new capabilities should be very leery
of offering any new avenues to make it easy to quit.
Any enhanced capability of ceding sectors/ships/planes/units/nukes
should only be done if it makes it easier for countries to actually
coordinate and kill their enemies without engaging in odd and
unintuitive micromanagement. As it is now is basically a pain in the
ass: If you want to merely trade a few sectors with a neighbor
you have to go through this elaborate song and dance of removing
all defenses and hoping nobody notices until you complete
the transfer. But any new aspect which helps losers quit should
be avoided like the plague.
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