angelspawns wrote:Having a perfect understanding of SP flow is nice and vital, but expecting them to have it from T1 on is unrealistic. Won't they better understand the value of revive costs once they LOSE that free benefit?
Right now they have to worry about way to many things and get discouraged. Let them have fun first, get down with the most basic of things, and then introduce them to more complex gameplay. Slowly teach them to make choices with their SP and HP, instead of expecting them to immediatly evaluate the importance of it.
(eddited this into my main pst aswell, since i know there will be more controverse feelings about it)
It's an idea that really has to sink in first. It doesn't sound right to teach a game by letting out rules, or make up ones so it's easier to play. But it isn't uncommon though for complex games to have different stages.
As for HP i see your point. I first altered it to "units heal +10 HP at the end of each turn"... then i just removed it. It's something i like to see to make a newbies life easier, but not against eachother. It's protection against stronger Iczers like those they face in Folrart. (maybe....in Folrart when a low lvl iczer gets a bad matchup, beginner protection could activate. A popup saying "beginner protection ON - your units recieve +10HP after each turn". RP difference and Iczer lvl will determine the qualification)
Scientiafide wrote:They will learn sp flow from playing with the system.
GonFreeces31 wrote:Scientiafide wrote:They will learn sp flow from playing with the system.
When I used to play several years ago, most level 100 players did not even understand this, so I'm not really sure why you expect the average new player will just "get it."
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