Interesting point. I had not considered that dynamic behavior and challenge or pulling in opposite directions, but you are right.
Also, there are mainly two ways to challenge the player:
(1) Overwhelm - numbers exceed the players ability to counter or events happen too fast.
(2) Outclass - the player is at a disadvantage; maybe has a platform with half the sensor range as the enemy.
So, going back to dynamic that leaves the designer with not really using dynamic creation/placement of objects, but instead having a small fixed set precisely scripted missions where only one is actually instantiated and the player doesn't know and cannot quickly determine which.
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