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It depends entirely on the game and the value/availability of units. If you are only meant to field a dozen or so units at a time, then there's no need to stack them and a 1UPT system works wonderfully and adds a lot of strategy. If you are meant to field hundreds of units on a small map then a 1UPT system can be detrimental to gameplay and highly annoying. You can't really say a 1UPT system is always better or always worse, it truly depends on the scope of the combat and number of units. If you are really only playing with 10 or so important units then 1UPT is awesome IMO.
 
Well, whatever, the previews confirmed the 1UPT system. This principle sucks, really, imo, on a large scale like MotA seems to be about. makes it closer to a good or average game than a great game it could have been. Come on, you can add a little strategic layers in your game, not all players are dumb console users...
Only thing that can save this feature now is an advanced flanking/support system, so that at least the fights won't always be a big dumb pushy fight. Crap, I am really pissed, this is so stupid...
Lets wait for what else is to come, but my eagerness went down a level...
 
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This game is being made by the makers of Fantasy Wars and Elven Legacy. Both use 1UPT and it works. The scale may be a bit smaller than MotA, but its a good system. With the apparent "larger" world of this game, I was hoping there would be a bit of stacking (3UPT), but oh well. BTW, at least in FW and EL, the 1UPT requires much more strategy than stacking would require, not sure the console burn applies.
 
Stacking on strategy map with deployment on random tactical map would have been great and made sense. MotA = civ5 fantasy mod. Period. Shame. Fail.
 
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Stacking on strategy map with deployment on random tactical map would have been great and made sense. MotA = civ5 fantasy mod. Period. Shame. Fail.

well, we'd have to see the game first before we can say if it's a fail or not...
 
The problem with civilization V, I'm quite sure he's saying it is going to fail because of Civ V, is not only because of the 1UPT thing, but that you don't have space to maneuver your units. The world is too small and cities tend to be too close to each other for a 1UPT system. Unfortunately, judging from some screenshoots, it seems it will be the case, unless units are really expensive. Still, I'm waiting to see it released.
 
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The problem with civilization V, I'm quite sure he's saying it is going to fail because of Civ V, is not only because of the 1UPT thing, but that you don't have space to maneuver your units. The world is too small and cities tend to be too close to each other for a 1UPT system. Unfortunately, judging from some screenshoots, it seems it will be the case, unless units are really expensive. Still, I'm waiting to see it released.

Unfortunately I cant comment on specifics, but if you have any reservations wait for some screenshots of some of the larger maps.
 
I don't like 1UPT for various reasons, many of which have been reiterated throughout this thread. It's got very little benefits compared to the hassle it brings, is pretty much the main one.

Just posted this in a different thread:

Personally, considering other unit types known to be present in Ardania, I think pure 1UPT is something that's likely to produce overkill situations. Clerics, for instance, are probably not something that you want wandering around on their own, but having the full unit of 8 to keep them safe is probably more healing then you need unless the army is just that big. 'Twould be more efficient to be able to put one or two in each unit, protected by the rest of the unit.

Now, for Majesty 2 players, imagine eight paladins on a tile, and attempting to stop that with regular troops on a 1UPT basis. Urk.

One way to get around 'stack of doom' behaviour could be to make more powerful creatures take up more space. You get stacks of doom in MoM and AoW because, once you've trained them, it's just as easy to have a stack of eight dragons as eight spearmen... and where a single dragon can generally comfortable eat all eight spearmen, it makes it completely unfeasible to try to make a force of weaker troops that can stop them. If, by contrast, you were limited to one or two of the more powerful creatures per tile, this would make it much more viable to stop them with numbers.

This would bring up realism questions with things like temple heroes (paladins and so on) since canonically they can be quite powerful but technically should only take the same space as anyone else (unless they have companions, anyway). This might be waived by making them hero units in the MoM/AoW sense, but it can possibly also be resolved by having them only take up one space each, but that you can't have two in one tile - they expect to be leading the party or unit they're in, not playing second fiddle to some other templar!

YES. This, pretty much. This is the best of ideas.

And to discuss the whole "more than one hero unit per tile" business, that could quite easily be part of their benefits and therefore an additional part of their cost.
 
Units like Archers, Clerics, and Mages (and Siege Machines if they exist in the game) should get ranged attacks and be placed in the second line, behind strong melee units. This system works well in FW/EL, and I think it will be good in Walrock too. The "scale problem" (tactical battles on the global map) may be important for some people, but for me it isn't :) I like the simplicity of the 1upt system, and its "WYSIWYG" approach (you don't have to check what's inside the party, there is just only one unit that you can see on the map).