Re: Difficulty curve and unit tactical value trouble.
Posted: Mon Dec 01, 2014 1:55 pm
Sry, but I always think wargames as complex virsion of chess. So will you cheat while solving chess exercises?
Why not limit access to titans and super heavies so not to allow overpowering. really they are unique and should be treated so.Kerensky wrote:We really price hiked the Titans already, but it's probably not enough considering their power. We'll see what we can't do additional to keep them useful and interesting, but under control so players can only afford 10+ Titans on only the easiest difficulty settings.
Heh, neither do I - in fact I think I was lobbying (unsuccessfully) for realism vs. gameplay concessions in PzC more than one time - this is why I selected theSkanvak wrote:I don't like concessions to gameplay.
Well, this is Warhammer, so we should have a point-based deployment limit. Do I field five Baneblades or a Titan (or seven Leman Russ with half a dozen INF to boot) should be the questions you were asking yourself as a player.Skanvak wrote:Has Titan take more than one slot. This way takin a Titan will too limit the number of units you can have in your Core unit so you could have for example a Core of 18 standard units or 6 Titans. As a raffinement warhounds should take less slot than a reaver, that would take less slot than a warlord class titan.
As someone who knows how to program, I can assure you the difference between imlpementing either model are rather trivial. If anything, I think your suggested model might actually be more time consuming, but that depends on the implementation.JimmyC wrote:Whilst the unit slot idea does sound good (Titans taking more than 1 slot, etc.), it might get a bit tricky to no where to stop and i wonder it might be difficult for them to implement into the game code. An easier option i imagine would just be to limit the total number of each unit you can purchase. Eg. max 2 titans, max 4 super heavies, etc.
First of all, whenever I bemoan a lost feature from PzC, people keep telling me that this is NOT PzC, so I guess no it's my turn to use that argument?Skanvak wrote:Rezaf, the idea behind the panzer general system is that you get a better army if you are good. The point limit system does not work for that. But the PzG system have different level of victory that open different scenario.
This is what I would consider a very good solution. In addition the point limit could be defined for each scenario and you would not earn them in game. If your units survive and gain xp you can recruit them in the next mission again so you can keep something like a core but could play with a totally different set of units. This would allow for much easier balancing of each scenario as you wouldn't have players having too much or to little points. Right now I see people say they play with an all titan army or say they don't have the points to get all the allowed units and this is just wrong. The incentive for the good player would be the fact that he has experienced units + maybe a better score if somebody is into that.rezaf wrote:...
However, if going for a unit weight model, why not go the extra mile (actually, it might save work since no new unit property would be needed) and opt for a Wh40k-inspired point-based system, based on the price of the unit? You can field 6000 points and a titan is 1500 whilst Steel Legion Infantry is 100. You can flood the map with 60 infantry units or field 4 titans. Now, there are still limited deployment hexes and just getting 60 inf on the field might take 8 turns or something, but at least you have the option to go for a different tactic and a decent chance to be successful at it. Like I wrote numerous times already on these forums, I really have a hard time understanding why they didn't go for a system like this in the first place - before designing the scenarios...
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rezaf