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报告翻译问题
hear hear.
Yeah, i totally hoped for autospawn or at least complete autocasting of units.
Alternatively, they could slow all the units down by about 3/4ths and actually allow range to make a difference and manevouring to be useful.
I think the obvious solution would be to heavily slow down the production of manpower, or divide the manpower in each province by 10 or 100. If it took a minute to produce a trooper instead of the couple seconds it takes now, then having a trooper in your army at the beginning of the game could be vital to victory.
There is an option in the advanced multiplayer settings and coming to the Custom Campaign (tomorrow, probably) that will let you increase the recruit costs in RTS mode by up to 3 times. You can also adjust the starting recruits and the recruit income as well.
This will make production of units much slower and the starting units will be much more important.
You obviously don't know what you're talking about...
So spawning hundreds of units isnt realistic enough but no qualms with morphing into a jetpack wearing dragon, talking to a skeleton, and a lizard guy with a brish accent flew in under the radar?
I know you were being sarcastic, but that's it - I can suspend disbelief for some things, but not for the spawning and disappearance. If they explained it somehow - "We summon shadows to fight for us, but they disappear when the sun sets" or something, I'd go with it...but as it is, I just can't buy into it.
Funny as I feel there's more actual strategy in this game than in Starcraft 2. Starcraft 2 games are decided by how you build your buildings and how you micro your units. Here games are decided by either rushing the enemy with overwhelming force (try that against AI with mustard gas) or holding valuable points and assisting with the dragon.
Big difference is that Dragon Commander is macro management whereas Starcraft is micromanagement. Does that make it less Real-Time? No. Does it make it less strategy? Hell no.