You talk about equality between players and game balance, but your words imply a much greater imbalance between those who want to abuse the mechanics and those who like to play from roleplay. But where is the balance of interests of players who want to win back the Empire from certain races, and not collect the most unbalanced mods/units from the rest, then to take out maps by rushing quests for currency and then buying them? Where are now the interests of those who would like to play it out in limited factions through heroes and roleplay? You're talking about balancing the interests of players who collect or don't collect all the items for heroes on the first map. And you say that the unbalanced of this is precisely the system of transferring the progress of heroes, which many players loved (and much more hoped to see in the DLC)? Combinations of units, technologies, and finally, as mentioned above - the ability to quickly complete quests, get bonus currency, and get a pair of T4 units on the by round 20-30. The game has much less balanced things than the characters. Or are you saying that a fully equipped hero is more powerful than a pair of Ascended Teachers? Seriously? We can't even transfer hero items or mods from NPC factions (and combine them with it), although many players would prefer to transfer heroes instead of buying unbalanced T4 or mods from the start. But there is a chance that we can play with much more unbalanced T4 but can't play with "full" heroes. Many T4 units with mods, that you can buy with renown (and you can buy few of them almost at the start of the map) - much more powerful, than any variant of equipped heroes - but no one think that this is unbalanced. Sure, they're not trying to balance it to a level that would be suitable for competitive multiplayer, but they're still trying to make something that can present a fun challenge. Controlling how much carryover there is, however, means that a balance can be achieved where you don't feel like you have to spend excess time tricking out your heroes to have fun. The idea appears to be to link scenarios together in a sandbox campaign-like environment, with a limited ability to carry over benefits from one scenario into later scenarios. I don't think it's realistic to expect Triumph to balance the game for people who spend the first planet making sure all their heroes are fully tricked out, without making it overly punishing for players who don't do that. Seriously, I've played enough campaigns where well-equipped, high-level heroes from the first scenario in the campaign pretty much trivialised the opening stages of the next scenario, which often ends up trivialising the entire scenario because a strong lead in the early game can often translate into an overwhelming lead in the midgame (especially if you use that lead to blitz one of your opponents and take their stuff).
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