

In the original Geneforge games, there were often alternate routes based on the mechanics skill. Whether that's enough to justify the use of limited resources is an open question though - it can be in say, Fallout New Vegas. Originally posted by Ryan Fenton:Also, some of the skills are also conversation skills - so you'll be able to bypass more fights with leadership/stealth checks.

How you draw enemies, use choke points, deal with traps, they can all make how efficient the skills look like to you, in terms of how much you get out of your resources.Īlso, some of the skills are also conversation skills - so you'll be able to bypass more fights with leadership/stealth checks. You're either making a larger wrecking ball (more units) that you expect to chip parts off as it swings through stuff, a medium sized wrecking ball that will weaken more evenly, or a small wrecking ball that will end up crazy hard but you can only hit less at a time but might be able to swing way more if used carefully.Īll the stats focus on being able to chew through more at a time before needing recovery - but what you're trying or choosing to chew also matter of how that plays out. You can either go with a 'hero' unit that emphasizes their army with their skills, or with a 'hero' unit that emphasizes their own potential. It's the same balance you'd see in a Warcraft-style melee-emphasis RTS, with limited magic/ranged bits.
