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	<title>Comments on: BFME II: Highly Scaleable Difficulty</title>
	<atom:link href="http://www.nerfbat.com/2006/03/08/bfme-ii-highly-scaleable-difficulty/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.nerfbat.com/2006/03/08/bfme-ii-highly-scaleable-difficulty/</link>
	<description>Game design, development, and industry commentary by MMO Game Designer Ryan Shwayder.</description>
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		<title>By: Doug</title>
		<link>http://www.nerfbat.com/2006/03/08/bfme-ii-highly-scaleable-difficulty/comment-page-1/#comment-3240</link>
		<dc:creator>Doug</dc:creator>
		<pubDate>Mon, 10 Jul 2006 17:25:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=75#comment-3240</guid>
		<description>Or Dune 2 (yes, the original).  I  enjoy laughing maniacally while the AI throws wave after wave of hapless gimps against my untouchable defenses.  Stronghold was nicely balanced in that department - defenses were powerful, but not absolutely untouchable.  I just played through BFME II (is that Biff me too?) War of the Ring and didn&#039;t have to build a siege works once.  I thought the special powers were a bit special - but that did tend to tidy up the end game in my favour.

In short, stronger buildings with more archer stationing options would have been nice.  I agree with Ryan on the overall package - best so far IMHO.</description>
		<content:encoded><![CDATA[<p>Or Dune 2 (yes, the original).  I  enjoy laughing maniacally while the AI throws wave after wave of hapless gimps against my untouchable defenses.  Stronghold was nicely balanced in that department &#8211; defenses were powerful, but not absolutely untouchable.  I just played through BFME II (is that Biff me too?) War of the Ring and didn&#8217;t have to build a siege works once.  I thought the special powers were a bit special &#8211; but that did tend to tidy up the end game in my favour.</p>
<p>In short, stronger buildings with more archer stationing options would have been nice.  I agree with Ryan on the overall package &#8211; best so far IMHO.</p>
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		<title>By: Devens</title>
		<link>http://www.nerfbat.com/2006/03/08/bfme-ii-highly-scaleable-difficulty/comment-page-1/#comment-1016</link>
		<dc:creator>Devens</dc:creator>
		<pubDate>Fri, 31 Mar 2006 20:50:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=75#comment-1016</guid>
		<description>The problem with the game, for me, rest solely on the fact that the buidings are too weak. I too enjoy constructing pretty to look at, well defended bases. The &quot;rush&quot; aspect of this game  is too overwhelming to make it enjoyable.  Fine, after a few expensive upgrades specifically designed to demolish buildings, ok then go for it.  For me, the payoff is being able to leave your base to it&#039;s own defenses and be confident it can repel invaders. No way in BFME II could you do that, even in the early stages. It make me remember why I liked Starcraft so much.</description>
		<content:encoded><![CDATA[<p>The problem with the game, for me, rest solely on the fact that the buidings are too weak. I too enjoy constructing pretty to look at, well defended bases. The &#8220;rush&#8221; aspect of this game  is too overwhelming to make it enjoyable.  Fine, after a few expensive upgrades specifically designed to demolish buildings, ok then go for it.  For me, the payoff is being able to leave your base to it&#8217;s own defenses and be confident it can repel invaders. No way in BFME II could you do that, even in the early stages. It make me remember why I liked Starcraft so much.</p>
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		<title>By: chabuhi</title>
		<link>http://www.nerfbat.com/2006/03/08/bfme-ii-highly-scaleable-difficulty/comment-page-1/#comment-704</link>
		<dc:creator>chabuhi</dc:creator>
		<pubDate>Thu, 09 Mar 2006 16:45:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=75#comment-704</guid>
		<description>I&#039;m with you on the turn-based thing -- takes the rush factor out.  I&#039;m also a bit of an empire-builder when it comes to these games. I like the nice, organized, walled-in base of operations that is nearly impossible to achieve in many of these games -- almost like: why did they even include walls as a build option?

Anyway, BFME II didn&#039;t do it for me. I agree with you on the pluses you mention, but I guess that just isn&#039;t enough for me. Or maybe I&#039;m RTS&#039;ed out.  I think RTS&#039;s, in some regard, are falling into the cookie-cutter factory. New graphics, units, skills and abilities mapped onto the same old bed of mechanics.</description>
		<content:encoded><![CDATA[<p>I&#8217;m with you on the turn-based thing &#8212; takes the rush factor out.  I&#8217;m also a bit of an empire-builder when it comes to these games. I like the nice, organized, walled-in base of operations that is nearly impossible to achieve in many of these games &#8212; almost like: why did they even include walls as a build option?</p>
<p>Anyway, BFME II didn&#8217;t do it for me. I agree with you on the pluses you mention, but I guess that just isn&#8217;t enough for me. Or maybe I&#8217;m RTS&#8217;ed out.  I think RTS&#8217;s, in some regard, are falling into the cookie-cutter factory. New graphics, units, skills and abilities mapped onto the same old bed of mechanics.</p>
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