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I would have liked to see some point to the individual air units. The B-52 and B-2 were practically synonymous, while the F-16 and F-18 were basically the same. The F-15 was badly portrayed, as I found myself using it more often to strike ground forces rather than air forces. Perhaps if the bomber style units had a low defense, and the F-15 had a high defense to escort the bombers, that would be more appropriate. Three points that greatly affected playability were the sheer number of units, the annoyance of the unbalanced (and sometimes invisible) SAM ("surface-to-air missile"), and the monotony of it all. The game starts with roughly 60 or 70 units under NATO command. Since many of them are missiles, the player loses about 20 units in the first turn. They may prove useful in the first few turns, but after the player annihilates the first wave, the computer gets very weak. Every unit the Serbs own outclasses the Kosovars. This is especially true of the SAMs, which have a psychotic firepower of 20! This was obviously meant so that the player (NATO) would have a bad day if a plane lost to a SAM. What the computer ends up doing is using this to its advantage to completely outclass the Kosovars. The same effect could have been easily achieved through use of attack/defense values and certain flags. Perhaps it is creative that the author also created (practically) invisible SAM sites to disturb the player. At first this seems interesting, but ends up just being annoying. It is easily out-done with a flick of the wrist (I won't reveal how though). |
The cities were named properly, the author had at least a clue about what should happen and when, and I was certainly glad that the Serbs didn't land on Alpha Centauri. (I imagine the rest of the world is glad too). |
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| CONCLUDING REMARKS: None. |
