>>12152>games in the strategy genre implement unit promotion in some form or anotherFighters gain skill during combat and get better at it in the real world too, so why wouldn't video games also reflect that ?
>However, in pretty much all instances it has the effect of discouraging sacrificial play as a tactic, in effect reducing the overall depth of a given game.loosing is not a tactic
loosing is not depth of strategy
In battle you win when your guys stay alive and the guys on the opposing side don't. Everything else is just BS excuses made up by shitty generals, not wanting to admit they suck at their job.
>I'm starting to think this may have been the genre's Original SinNo, the almost universally lacking game mechanic is troop-moral and supply-lines. If either moral or supplies get too low troops surrender. If you can add this element to a game with it becoming tedious micromanagement it would enable more interesting strategies.
OP, if you have a pathology where you derive enjoyment from sacrificing people, you have my sympathy dark impulses suck, however please don't try to make it a virtue. It's not a skill it's a curse that makes you ill suited for command. When officers tried to engage in "sacrificial play" they ended up with a fragmentation grenade in their tent. That's where the word "fragging" originally comes from.