Wouldn't it be nice to have a community consensus on an appropriate level of challenge for difficulties higher than General? The higher difficulty levels, which except for Manstein don't really feel that different. Once again, I want the default difficulty of Colonel to be exactly what it is now, if not even easier. I don't want to change the balance for that.Kamerer wrote:I agree the game is beautifully flexible; but leaving on-the-fly rule making to the player doesn't coincide with human nature.MartyWard wrote:
The beauty of this game is you can easily change everything. If you think you have to much prestige, just use the cheat code and remove as much as you think is required. If you think your core is to big, or to small, change it. If you don't want to field the most powerful units, don't buy them. It is probably the best game for all sorts of players, from raw beginners to experts.
People was to win within set rules. If they are allowed to, mid-game, change rules or scenario and equipment parameters, the win is cheapened. Conversely a loss is more easily explained away and rationalized. So the ideal would be pre-set "rule packs" the player can choose to go through a game/campaign with. Thus the idea of "tweaking" the existing levels, or creating a different equipment/prestige scheme like deducter.
I also don't think it's fair just to say "use the cheat codes to decide prestige or add core slots and let the player do whatever he wants for a challenge." To take this argument to its extreme, why then should the developers even bother testing the maps for balance? It's just as valid, according to your argument, that the developers can make maps with 0 prestige and let the player decide himself how much prestige to give himself using cheat codes. Doesn't this seem like it would create a very poor product? There's a very good reason why there are betas for the content, where the maps are properly tested.
On a side note it's rare to find a single player strategy game where it isn't "solved" very quickly, and usually the optimal builds/strategies are obvious. Strategy games also often suffer from a problem of the "snowball effect," where once you get to a critical point, you've already won the game, but still have to spend hours to finish. I lose interest in those games very quickly. But what if the rules were designed in such a way that it's not a handicap to buy "inferior units?" This is actually the case in PzC MP for the most part! I don't buy the StuG IIIG or the Panzer IIIN because to handicap myself, I buy them because I think they afford me the best chance for victory.
When you have a fixed series of rules, then you can discuss the strategy aspect of this wargame much more readily. Players can compare and contrast cores (different composition but roughly same power level), discuss approaches on how to succeed on specific maps, discuss advanced tactics, etc. If you have no fixed set of rules, then there's no standard to compare yourself to.



