After watching the GOG/Larian preview for Dragon Commander I was left a bit puzzled about one potential gameplay issue. I feel there may be a kind of disjunction between the strategy (board game) level and the RTS level of the game, which is unrealistic and immersion-breaking.

Let me illustrate with an example (a simplistic one):

1. On the board game level I attack with 10 units, battle sarts.
2. During the battle I create additonal 20 units.
3. 15 units die during the battle.
4. Profit! I now have 15 units!

There are two problems with that:
1. I have now more units than I had before the battle. How does that work? Usually troops are destroyed in battle, not multiplied. wink
2. How is that realistic time-wise? RTS-Style instant unit creation does not really fit into a turn-based strategy where You have to manage resources long-term and plan in advance. Doesn't this disjunction make the strategy layer unit creation rather irrelevant? If I'm good with the RTS part, why wouldn't I attack an area with 3 units and have 30 units after the battle?

Maybe I'm missing something obvious here. If so, please tell me. So, how does it work? smile


If life gives You crap, make crap golems.
Sizemore Rockwell, Erfworld