RE: EP '14 mechanics/balance
Everything being linked to quality makes the system both simple and complicated, cutting some of those links would have a direct effect on something else as well. That's what makes balancing so tricky for these games.
In the majority of the wargames I've played (if represented) fatigue, experience and ammunition influenced combat value either directly or indirectly (in the shape of the amount of times a unit could fire) but did not by themselves have a negative or positive effect on something else, but in these games everything is linked and combined into bonuses/penalties.
Abstracting fatigue into something else than an effect on both firepower and quality would be challenging with the current system.
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