Talk:General Discussion/@comment-25280240-20141031073929/@comment-24332640-20141031082924

As far as I'm concerned the new base mechancis kind of ruined the strategy in VC2.

In VC1 if you captured a base you could then summon new troops there but they wouldn't show up until the start of your next turn. It cost a CP just to summon a troop and if you couldn't hold the base with your existing forces then that CP would be completely wasted. Even if you did hold the base until your next turn it still cost an additional CP to actually command that unit.

In VC2 and 3 you can instant-summon new troops as soon as you tagged a base. Not only that, but you summoned and commanded them with a single CP. A minor change, you think? Not really, it completely changed the whole dynamic of the game. There was no longer any need to send a significant force to capture and hold a base. In fact from a CP-conservation standpoint you're actually better off sneaking a single unit in to take the base and then summoning a bunch of fresh troops to clear out the enemies. Why bother even trying to fight a tank head-on at all if you can sneak a scout around back, tag the base, and then suddenly make a lancer appear right behind the tank? But this excessively simplifies the game. Base-tagging is everything.

The actual units were better balanced in VC2, though. Well, aside from APCs which were totally OP. They're basically the new scouts, only in vehicle form. Which I guess makes them more limited in some ways but also more flexible in others.