I'd have to agree with this. I suppose it goes without saying, but: Provided that the specialized unit can exploit its specialization. If a generalized unit can get the specialized unit out of its specialized role...Originally posted by RobertFisher:
</font><blockquote>quote:</font><hr />Originally posted by Aramis:
Historically, specialization of units and equipment has proven superior to non-specialization. There is NO evidence to the contrary from the real world.
</font>[/QUOTE]Which behaviour, by some definitions, is what we call "Tactics"... hehe. The trick has always been balancing the specialization level to the generalizations such that it's not completely helpless if outside it's role. Little things, like APDU MG's on tanks, and like adding a gun-pod to the F4 Phantom, so it wasn't able to be "Numerically attritted into uselessness".
Which is the key (IMHO) feature of roleplaying games. The ref can fudge to make up for such deficiencies in the rules rather than expanding the rules to an unweildy level. </font>[/QUOTE]Well, to a point, that's a good thing. But by the same token, there needs to be enough realism there that nonsensical results (Like putting SS-HP lasers on tanks) are not the "Be-all-end-all weapon system". THose tables on MT page 80 are just such a sanity breaker. (If we assume that they lose some off the attn stat in atmosphere, and cut the damages to something reasonable, they don't become so devastating; the rules for vaccum effects on weapons stats are noticably short in MT).</font><blockquote>quote:</font><hr />Sadly, most games wind up with 1 to a small handful of "Optimal Solutions" which are based upon the rules of the game and the base technology assumptions rather than simulating reality. (Which, in it self, is far more work than where a game is worth playing...)