Solving the prestige problems
Posted: Sat Aug 07, 2021 6:25 pm
Hello,
Prestige balance has always been quite a challenge to the developers throughout the entire PG/PC series. What is balanced in a small campaign might not be for long runs. What is balanced for green players isn’t for hardcore ones. The play-style also has an important impact.
I might be quite a veteran of PG/PC series, I think that the actual prestige system is too easy in the AO series. For example, in my first AO run (so I totally discover the scenario and can’t “optimize” them), I play with the highest difficulty (generallissimus), with iron man mode (no “cancel move”) and with the special trait which gives a hero to every enemy units. Despite all theses settings, at the end of AO 41 I have around 150k prestige. Of course, you can guess that prestige is not a problem anymore and isn’t a parameter in my decisions at all, which removes an aspect of the game. Besides, everyone knows that when the prestige isn’t a problem, the difficulty is much lower.
Here are my thoughts about prestige balance, and I would be glad to discuss this with everyone.
First thing, I don’t think that “artificial” prestige balance would be good (prestige reset like in PC1 / GCWest42, or options like “give 75% of your prestige to buy 10 Toldi tanks”), because it’s quite frustrating for the players who tried hard to get all that prestige and then lose it all from arbitrary events.
I think that “in general”, prestige should be harder to earn.
Secondly, all the following propositions could apply to AO series, but probably not for the base game. This is not a problem I guess, as AO series already has some specific rules (ex: acquiring experience rate,…).
Finally, all the following propositions could depend of the game difficulty chosen with coefficients depending of the game difficulty.
Now, my propositions:
1: Reform the upgrade system, as it is too flexible and too cheap for now. For now, you can totally change the look of your army for almost 0 prestige. You can change 10 moutain troops to 10 paratroopers (for Crete scenario) for 0. Same thing for tanks, where you can change all PZIII to PZIV for nothing, depending on the scenario.
For infantry units, I propose that any upgrade between infantry units should cost a fixed amount of prestige + the difference between the unit costs.
For example, to change from Moutain to Para, it would cost X + 160 – 160 = X. From Wehr to Para: X + 160 – 140 = X +20. From Para to Wehr: X + 140 – 160 = X – 20.
The X value would vary between game difficulties and could be determined by the devs after some testing. For example, X = 10 in Major difficulty and X = 100 in Generallissimus.
From a realistic/historical PoV, it can represent the cost of changing equipments of the troops. From the game PoV, it would encourage the player to carefully choose the shape of his army, and prevents him to have a 100% optimized army in every scenario.
For other units, I propose to suppress the system where the cost is only the difference between the unit costs. It is way too cheap, and means that from AO SCW to AO45, the cost of upgrading a tank from PZ1 to Tiger II tank is only the cost of the Tiger II… totally unrealistic and way too cheap. I propose 3 possibilities. Either:
o Return to the PC1 system: cost = difference between units when the upgrade is inside a family upgrade tree (PZ IV E to PZ IV F), and full cost when you change family (PZ III to PZ IV). Easier of my proposals.
o Return to the PG system. Upgrade = full cost of the new units. Hardest of my proposal.
o Intermediary system. PG system when upgrading during a campaign, and PC1 system when upgrading between campaign. From a realistic/historical PoV, it could represent the fact that when you’re at the front, if you want new tanks you have to fully buy them, but if you wait until the end of the campaign, you can return your tanks back to German factories where upgrades are cheaper if you stay in the “family tree”. From the game PoV, it would encourage the player to stay with lower quality equipments throughout the campaign, making the lasts scenarios harder.
2: Reform the General trait which x2 all the captured equipments. From the game PoV, for costly units, the prestige gain is just too amazing. From a realistic/historical PoV, it represents the following conversation: “Good news general, we have captured 7 B1 tanks”. “Good job lieutenant ! Huh, why do we have 14 tanks in our reserves ?!”. My proposal is to lower the coeff: x1,5 is good enough I think. I know, it doesn’t solve the realistic/historical problem
3: Reform the capturing system (in the buying menu). For now, captured equipment gives you immediately the prestige gain, and after that it is available in the buying menu. As there is totally no reason to “discard” captured equipments, I’m sure that many players have totally overwhelmed buying menu with 100000 captured units from AO SCW.
My proposal is the following : when you capture units, you get no prestige at first. You only get the unit in the buying menu. There, at any time, you can:
- Field the unit for 0 prestige (of course, you already have the unit, why should you pay for it ?)
- Sell the unit to High Command in Germany, which will buy it for a prestige amount.
The advantage of this new system is that it will force the player to choose. If you want/need prestige, you have to sell units and can’t wait to see if you need this unit later. It will also “clear” the buying menu of the player. And finally, of course, to tackle the prestige balance, you can introduce a coeff for the selling cost: for example, x1,5 of the prestige unit cost in lowest difficulty (High Command is so proud of you that it will pay much for this shiny unit !) to x0,5 in highest difficulty (when you’re in winter ‘41 in Moscow, it costs a lot of money to send back sold units to Germany and so you only get a fraction of the unit costs).
Also, introduce a specific rule for infantry. When you capture infantry, you lose prestige instead of gaining it. From a realistic/historical PoV, it represents the fact that capturing soldiers was probably quite costly for an army (you have to spend resources to watch on them, to feed them, etc…). From the game PoV, it would introduce a new mechanic where the player will try to avoid capturing infantry units, which will differ from the actual classic strategy where you always try to surround units.
Finally, aside from the prestige problem, I would like to propose a new idea. For now, you can’t capture enemy planes. Why don’t make this possible ? For example, you could capture planes when you capture the airfield where the plane is stationed during rainy days. From a realistic/historical PoV, it represents the fact that you can capture airplanes when capturing an airfield where planes are struck down during rainy days. From the game PoV, it adds a new mechanic which is always good.
4: Reform overstrentgh costs. For now, overstrentgh units cost more core slots, but not more prestige (each overstrength point costs 1/10 of the unit cost or 1/15 for an infantry unit). As overstrengthing can be extremely powerful (for tanks, 1 or 2 points of overstrength can give you the opportunity to devastate multiples units in one turn, and so it nearly doubles the efficiency of your unit), I think it should cost more. Proposal: each overstrength point costs more core slots and more prestige than a regular point. For example, coeff x1 in lowest difficulty to x2 in highest difficulty.
5: Reform replacements costs. For now, elite replacements only cost a little more than regular replacement. From the game PoV, it makes regular replacement totally useless. Making elite replacements more costly will force the player to sometimes lose some experience ! As we all know experience of your units is 75% of the victory, it will increase the challenge ! As always, coeff depends of the difficulty. For example, costs = x1,5 in lowest difficulty, or x3 in highest difficulty (Yes, experience is expensive !!)
6: Increase the unit buying costs. For now, I’m pretty sure that when we will come to AO44, we will see 10 Tiger II fielded quite easily by the players, which is unrealistic from an historical PoV, and unbalanced from the game PoV. As always, coeff depends of the difficulty. For example, base cost = x1 in lowest difficulty (with the present costs), up to x2 in highest difficulty (make the Tiger II and Maus so insanely costly that nobody will be able to field every of his tanks with them, which will be completely realistic and will represent the difficulties of the German Industry all throughout the war).
As said in introduction, the goal of the coeff is to keep the game balanced for green and veteran players. The values are of course only example to illustrate my thoughts, and would need to be tested to determine the right value.
Thank you for reading this, and of course I would be eager to hear your comments about that.
Prestige balance has always been quite a challenge to the developers throughout the entire PG/PC series. What is balanced in a small campaign might not be for long runs. What is balanced for green players isn’t for hardcore ones. The play-style also has an important impact.
I might be quite a veteran of PG/PC series, I think that the actual prestige system is too easy in the AO series. For example, in my first AO run (so I totally discover the scenario and can’t “optimize” them), I play with the highest difficulty (generallissimus), with iron man mode (no “cancel move”) and with the special trait which gives a hero to every enemy units. Despite all theses settings, at the end of AO 41 I have around 150k prestige. Of course, you can guess that prestige is not a problem anymore and isn’t a parameter in my decisions at all, which removes an aspect of the game. Besides, everyone knows that when the prestige isn’t a problem, the difficulty is much lower.
Here are my thoughts about prestige balance, and I would be glad to discuss this with everyone.
First thing, I don’t think that “artificial” prestige balance would be good (prestige reset like in PC1 / GCWest42, or options like “give 75% of your prestige to buy 10 Toldi tanks”), because it’s quite frustrating for the players who tried hard to get all that prestige and then lose it all from arbitrary events.
I think that “in general”, prestige should be harder to earn.
Secondly, all the following propositions could apply to AO series, but probably not for the base game. This is not a problem I guess, as AO series already has some specific rules (ex: acquiring experience rate,…).
Finally, all the following propositions could depend of the game difficulty chosen with coefficients depending of the game difficulty.
Now, my propositions:
1: Reform the upgrade system, as it is too flexible and too cheap for now. For now, you can totally change the look of your army for almost 0 prestige. You can change 10 moutain troops to 10 paratroopers (for Crete scenario) for 0. Same thing for tanks, where you can change all PZIII to PZIV for nothing, depending on the scenario.
For infantry units, I propose that any upgrade between infantry units should cost a fixed amount of prestige + the difference between the unit costs.
For example, to change from Moutain to Para, it would cost X + 160 – 160 = X. From Wehr to Para: X + 160 – 140 = X +20. From Para to Wehr: X + 140 – 160 = X – 20.
The X value would vary between game difficulties and could be determined by the devs after some testing. For example, X = 10 in Major difficulty and X = 100 in Generallissimus.
From a realistic/historical PoV, it can represent the cost of changing equipments of the troops. From the game PoV, it would encourage the player to carefully choose the shape of his army, and prevents him to have a 100% optimized army in every scenario.
For other units, I propose to suppress the system where the cost is only the difference between the unit costs. It is way too cheap, and means that from AO SCW to AO45, the cost of upgrading a tank from PZ1 to Tiger II tank is only the cost of the Tiger II… totally unrealistic and way too cheap. I propose 3 possibilities. Either:
o Return to the PC1 system: cost = difference between units when the upgrade is inside a family upgrade tree (PZ IV E to PZ IV F), and full cost when you change family (PZ III to PZ IV). Easier of my proposals.
o Return to the PG system. Upgrade = full cost of the new units. Hardest of my proposal.
o Intermediary system. PG system when upgrading during a campaign, and PC1 system when upgrading between campaign. From a realistic/historical PoV, it could represent the fact that when you’re at the front, if you want new tanks you have to fully buy them, but if you wait until the end of the campaign, you can return your tanks back to German factories where upgrades are cheaper if you stay in the “family tree”. From the game PoV, it would encourage the player to stay with lower quality equipments throughout the campaign, making the lasts scenarios harder.
2: Reform the General trait which x2 all the captured equipments. From the game PoV, for costly units, the prestige gain is just too amazing. From a realistic/historical PoV, it represents the following conversation: “Good news general, we have captured 7 B1 tanks”. “Good job lieutenant ! Huh, why do we have 14 tanks in our reserves ?!”. My proposal is to lower the coeff: x1,5 is good enough I think. I know, it doesn’t solve the realistic/historical problem
3: Reform the capturing system (in the buying menu). For now, captured equipment gives you immediately the prestige gain, and after that it is available in the buying menu. As there is totally no reason to “discard” captured equipments, I’m sure that many players have totally overwhelmed buying menu with 100000 captured units from AO SCW.
My proposal is the following : when you capture units, you get no prestige at first. You only get the unit in the buying menu. There, at any time, you can:
- Field the unit for 0 prestige (of course, you already have the unit, why should you pay for it ?)
- Sell the unit to High Command in Germany, which will buy it for a prestige amount.
The advantage of this new system is that it will force the player to choose. If you want/need prestige, you have to sell units and can’t wait to see if you need this unit later. It will also “clear” the buying menu of the player. And finally, of course, to tackle the prestige balance, you can introduce a coeff for the selling cost: for example, x1,5 of the prestige unit cost in lowest difficulty (High Command is so proud of you that it will pay much for this shiny unit !) to x0,5 in highest difficulty (when you’re in winter ‘41 in Moscow, it costs a lot of money to send back sold units to Germany and so you only get a fraction of the unit costs).
Also, introduce a specific rule for infantry. When you capture infantry, you lose prestige instead of gaining it. From a realistic/historical PoV, it represents the fact that capturing soldiers was probably quite costly for an army (you have to spend resources to watch on them, to feed them, etc…). From the game PoV, it would introduce a new mechanic where the player will try to avoid capturing infantry units, which will differ from the actual classic strategy where you always try to surround units.
Finally, aside from the prestige problem, I would like to propose a new idea. For now, you can’t capture enemy planes. Why don’t make this possible ? For example, you could capture planes when you capture the airfield where the plane is stationed during rainy days. From a realistic/historical PoV, it represents the fact that you can capture airplanes when capturing an airfield where planes are struck down during rainy days. From the game PoV, it adds a new mechanic which is always good.
4: Reform overstrentgh costs. For now, overstrentgh units cost more core slots, but not more prestige (each overstrength point costs 1/10 of the unit cost or 1/15 for an infantry unit). As overstrengthing can be extremely powerful (for tanks, 1 or 2 points of overstrength can give you the opportunity to devastate multiples units in one turn, and so it nearly doubles the efficiency of your unit), I think it should cost more. Proposal: each overstrength point costs more core slots and more prestige than a regular point. For example, coeff x1 in lowest difficulty to x2 in highest difficulty.
5: Reform replacements costs. For now, elite replacements only cost a little more than regular replacement. From the game PoV, it makes regular replacement totally useless. Making elite replacements more costly will force the player to sometimes lose some experience ! As we all know experience of your units is 75% of the victory, it will increase the challenge ! As always, coeff depends of the difficulty. For example, costs = x1,5 in lowest difficulty, or x3 in highest difficulty (Yes, experience is expensive !!)
6: Increase the unit buying costs. For now, I’m pretty sure that when we will come to AO44, we will see 10 Tiger II fielded quite easily by the players, which is unrealistic from an historical PoV, and unbalanced from the game PoV. As always, coeff depends of the difficulty. For example, base cost = x1 in lowest difficulty (with the present costs), up to x2 in highest difficulty (make the Tiger II and Maus so insanely costly that nobody will be able to field every of his tanks with them, which will be completely realistic and will represent the difficulties of the German Industry all throughout the war).
As said in introduction, the goal of the coeff is to keep the game balanced for green and veteran players. The values are of course only example to illustrate my thoughts, and would need to be tested to determine the right value.
Thank you for reading this, and of course I would be eager to hear your comments about that.