![]() Also while realistic raiding a town should not decrease wealth counter, or should give more cold and items. Reward mechanism could give gold from winning a mission,for example getting 100g from a mission then the counter bonus on top of that. Treasure rewards are too small and random, troll caves give like 25g most of the time, its not enough to justify sending troops there, should be around 75-100g. ![]() have had to save scum but its more like finding the optimal result, had to do it with original FG as well so no problem there. few maps have had too big armies at the end of the map ( fight big army at the start, then encounter and then huge army at the end when time is short and own army beaten up). Going to the 7th mission on normal, so far balance ok. It's just a bunch of Slitherine fans joining the beta so they can play the game early, but the GOOD feedback just doesn't happen. They just don't get the feedback that they need. ![]() Slitherine testing and play balancing always leaves something to be desired. West side has trolls, so I thought they would be nice to me in mission 3 since I helped them in mission 2.īIG missed story and gameplay opportunity here. I was REALLY hoping that helping the trolls in mission 2 would make a difference in mission 3 when you have a choice of going down the east side or west side. Just out of curiosity, did you side with the trolls in mission 2 (making you a "trollfriend")? Is that a matter of some branching decisions earlier? Even one troll on their side would be hard, but someone was claiming they had 3 in his (easy difficulty) playthrough, I imagine it's really impossible. It's not that hard, but I have to say in my case the enemy had 3 longbowmen, but they didn't have any trolls. Originally posted by froz:I'm finishing The Gap scenario, on normal. Please focus more attention on the design. But, game design is a separate talent and skill from coding a game. And, many of the features of this game show your skill (the AI in this game is especially well done – nice job). I don’t need advice, I just need better game design.Ĭlearing you’re all competent coders, and have done a nice job putting out a polished Unity project. I’ve played Panzer General, Panzer General II, Allied General, Panzer General III, Panzer General 3D, Star General, the original Fantasy General, Panzer Corp, and the entire extended grand campaign for Panzer Corp… and don’t have trouble handling any of those at even higher difficulties. The unit tree’s show weird inconsistencies with some branches resulting in significant upgrades, while other are hardly any upgrade at all.Īnd please, don’t respond with a bunch of advice on how the play the game better. Glass cannon units shouldn’t be as expensive as well-rounded troops. There should always be a nominal reward (ala the entire Panzer General series, and Panzer Corp).Īlso, FG2 is rife with unit balance issues. If you give the player zero reward, then you’re putting them into a downward spiral where they are less and less likely to get rewards in the future. I do like the timer-mechanism for showing decreased reward as the battles go on… but it should never drop to zero. It should never be the case that the player wins a battle, and gets zero reward. Before you know the solution to the puzzle, the battles are too hard… after you’ve figured out the solution, the battles are no longer challenging. For a wargame (and FG2 is still essentially a wargame) puzzle battles are notorious as representing bad game design. Too many of the battles in FG2 are “puzzle” battles. I’m talking about balance, game structure, risk-reward mechanisms, etc… game design. By “bad game design” I’m not talking about coding.
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