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The 11th unit

This is a discussion on The 11th unit within the Training Room forums, part of the Tactics Headquarters category; I've always thought of how adding 1 more potential unit could change the gameplay entirely. I usually think of this ...

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Old 05-30-2008, 07:29 AM   #1 (permalink)
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The 11th unit

I've always thought of how adding 1 more potential unit could change the gameplay entirely. I usually think of this when I'm making a new set, and just that extra needed 11th unit placed in that exact spot would make the form perfect, but alas, 10 unit max. = = "

So what are your thoughts on this?

Would it make rushes more powerful (better clerickill on both sides)?
Turtles easier to defend (extra furgon)? harder to?
Freezers less powerful (more units to freeze, defocus)?
Bombs more effective (spread damage, more likely chance of units clumped)?

Would it even make a difference at all?

I do understand that if you get an extra unit, your opponent gets an extra unit. So 1 for 1 unit addition, why would it make a difference?

Well ask yourself if a 9 vs. 9 unit game is any different than a 10 vs. 10 unit game?
How about an 8 vs. 8, 4 vs. 4? The effects of some units increase as number of units left on the playing field decrease (frost, enchant, furgon). Wouldn't some units' effects decrease/increase as number of units increase?
Its a bit of an exaggeration, but it gets the message through. Also, 1 unit can change the entire strategy, such as a furgon, dsm, stone.

Although there are inherent potholes in this logic, try to look past that and input in your tactical/strategic opinions. Maybe even post some your sets before (10 units) and after (add 1 more unit), and see how much better it can be.

Example:

10 units

11 units


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Old 05-30-2008, 10:16 AM   #2 (permalink)
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im not so sure on this idea. it seems good but it will just make the game longer.
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Old 05-30-2008, 11:05 AM   #3 (permalink)
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Well, i often had the thought: damn, one more unit and the form would be perfect...
But at the same time, i think: Theres a reason theres 10 units, you have to choose, which unit you dont take, and therefore leave your form a flaw...
Of course, if the opponnent, would also have 11 units...
Anyways, i think its good with 10, a possibility to play with more wouldnt hurt though, but absolutely change the gameplay, i guess..
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Old 05-30-2008, 02:24 PM   #4 (permalink)
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Quote:
Originally Posted by jgb View Post
Well, i often had the thought: damn, one more unit and the form would be perfect...
But at the same time, i think: Theres a reason theres 10 units, you have to choose, which unit you dont take, and therefore leave your form a flaw...
Of course, if the opponnent, would also have 11 units...
Anyways, i think its good with 10, a possibility to play with more wouldnt hurt though, but absolutely change the gameplay, i guess..
Definetally, an extra unit completely changes the way everything is played.
And this should be in suggestions to improve TAO
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Old 05-30-2008, 02:29 PM   #5 (permalink)
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I dont think its a suggestion, just askin opinions
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Old 05-30-2008, 02:41 PM   #6 (permalink)
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When I made a formation and I had my 3 knights, 1 cleric, scout, furgon, LW and 3 frosts I thought my formation was perfect. But then I realized that I forgot the mud. With 11 units my set would actually be perfect.

But on the other hand your opponent has 11 units. So that means he would use Mask's rush with a witch on either side which would make that also a beast of a set.

So, with 11 units I bet everyone could make their set 'perfect' but realistically it would just be the same as 10 vs 10. Hmm, but then again, in grey games there isn't much range so frosts would become a lot more powerful.
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Old 05-30-2008, 03:16 PM   #7 (permalink)
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i agree the 11th unit would be nice and all but at the same it would
make games longer and i think less fun and then stone set would become over powerd

another problem is what would they do with the default set add a barrier infront of the healer to give LOS blockage be able to shield all the units at the start
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Old 06-03-2008, 06:19 PM   #8 (permalink)
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The whole game would have to re-balanced so people could not find a "perfect" set. I.E. good turtles would become Great turtles with the use of a furgon which may not have been allowed there in the first place.
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Old 06-03-2008, 07:00 PM   #9 (permalink)
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Quote:
Originally Posted by FinalFantasy7Cloud View Post
When I made a formation and I had my 3 knights, 1 cleric, scout, furgon, LW and 3 frosts I thought my formation was perfect. But then I realized that I forgot the mud. With 11 units my set would actually be perfect.

But on the other hand your opponent has 11 units. So that means he would use Mask's rush with a witch on either side which would make that also a beast of a set.

So, with 11 units I bet everyone could make their set 'perfect' but realistically it would just be the same as 10 vs 10. Hmm, but then again, in grey games there isn't much range so frosts would become a lot more powerful.
Exactly that is it. With 11 unit you can have the perfect set and that is not what you want to have a game like TAO. If you can have a perfect without flaws then you can easily win making you lose the flavor of TAO.
Whenever somebody is making a set, they always end up saying "only if i had one more unit then it could be perfect". TAO limits the strategy on 10 units. 11 units would make far too complicated and possibly allow people to create the perfect set.
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