Quoting Bellack, reply 183 And why cheat by reloading the game?
Why is it cheating by reloading a game?
I make tactical errors and I correct them, its my style of playing.
and please at least let me have that in peace.
I do not reload very frequently, but when something is breaking my game, and I mean 1 single mechanic, or 1 single bad decision hurl my game into the sewers, I reload.
I'm not sure how you can't perceive reloading to be cheating. Your basically playing your game with perfect hindsight. You can't make a wrong move, and any you do can be erased. 4x game play hinges on these choices. If there's only one outcome to every choice you make and that outcome is success for you, where's the strategy? Where's the achievement in your choices making your simulated civilisation prosper and survive? Further more how can any AI compete with your ability to rewind time in your favour? There's little point in having clever AI if the human player circumvents any AI victory that's not in the players favour. Your making tactical errors, true enough. Your not correcting them though. Correcting would be altering your strategy and making sure it doesn't happen again in the given game your playing without a reload. What your doing is erasing your mistakes. Even those you didn't consider mistakes till it all went wrong. Chess would be a boring game if you had this ability. Any game would be.
Now I'm not saying your wrong to do it. Its a single player game, do what you like. Do know that its as much a cheat as a god mode on a shooter though. Hell I've done it myself once or twice. Mainly when civ 4 (well FFH) ran gen has give me what I consider a bum deal. 99% victory chance Yet losing a leveled hero to a warrior or some other such unit and I've chosen to press the attack with him when I really didn't have too. I've always known I'm cheating doing it, but only myself of the experience I'm supposed to be playing these games for.
I suppose cause I'm so used to having mortal champions in FFH, and still managing to keep them alive, without babying them to the point of uselessness or reloading every encounter. I just don't see what the problem is in them being at real mortal risk. In Elemental my entire army is hero's right now bar units garrisoned in my cities. Why? they can't die, units can. Its that simple. In FFH I wouldn't send my prized hero into every encounter for this exact reason. It made me pick and choose when to risk my big guns. Of course hero's in FFH with a few levels under them are monstrous(Chalid Astrakein anyone?) so you could safely send them into most situations anyway cause they are just that tough. However if I see an enemy army with the ability to kill that hero, I have to make a choice whether I need my hero to be heroic and possibly die for my civilisations continuation, hopefully in doing so severely crippling the enemy army or at least slowing them down for me, or send him to safety hope my standing army can deal with the threat or at least weaken it so my hero can mop up. You know tactical choices. Having mechanics that remove these hard choices.. seems well a shame. Especially when the reload ability is already there for those that want or need it. With this mechanic as it stands, those meaningful choices aren't there, nor can I press a button like 'quick load' and have them inserted.
I'm not having a go, and hope I haven't come off as though I am. Like I said your entitled to do as you like. I just dislike any game mechanic which takes away meaningful choice. I consider the need to preserve your powerful units as a meaningful choice, and a game play stimulator in itself. If hero's in Elemental could die I highly doubt people would be fielding them as exclusively as they do now. Sure some would reload more but like I said there's no harm in that. I'm not saying remove the reload ability entirely (its not impossible to do), I'm just saying that peoples need or ability to use reload as a tool shouldn't be taken into consideration when forming game mechanics. Its a cheat.
The AI inability to stop its hero's from dying is a problem though, I do admit. and support ways to help it out. I think we lose too much risk/reward making all hero's immortal all the time though. Surely there's a good middle ground. I like the so many wounds death idea, or something akin to it.