iainmcneil wrote:The issue in PG was that you got more prestige for a big win and less for a small win, ending up with a snow ball effect, making the good players army have more presitge and find tehnext scenario easier and easier.
We're rewarding the player in other ways. Quick victories open up new campaign paths, but do not earn you extra prestige. We're even considering making it give you less. This way those doing well would find the game getting harder, and those finding it hard will find it getting easier. Its a form of auto balancing to ensure everyone has fun playing the game.
Iain, are decisive victories soley determined on how many turns it takes to capture all the objectives? or is it a combo of that and a loss/kill ratio?? I ask since you could theoretically go for/obtain decisive victories timewise but lose valuable core units in the process...... and then get hosed by less prestige because you are doing "too good"
I always found PG challenging/rewarding in this area and I guess i dont necasarily agree with this aproach.. ie the goal to "balance" the game relative to players skills no matter what you accomplish each scenario.. Would it not be "better" (or at least simpler) to increase/decrease the challenge by simply giving the AI more prestige at higher levels of difficlty , less turns etc? (which is what the original did) I never experianced the snow ball effect people are talking about, maybe because i tried different force compositions every time I fired up a new campaign. Would hate this aspect to lead into a puzzlelike element of gameplay. Wait, dont sent that Mark 3 into that last V hex this turn because we'll have to fight a really tough battle next turn without reinforcements, for petes sake, take it next turn Oberst!
