Suggestions for strategic improvement
Posted: Sat Apr 23, 2022 4:08 am
Hello,
Firstly, thank you for implementing this game mode. I feel like you understand your audience and the type of game mode they like to play.
I finished my first Planetary supremacy campaign today which took only 5 overworld turns. This is not because I’m particularly impressive. I was playing as space marines and the Necrons beelined to the Tyranids main base and eliminated them. Which left an easy invasion on the Necrons for me. It was an enjoyable experience but not one that I could repeat endlessly. The following are suggestions which would not require a major overhaul of the board but would make the board much more meaningful.
The State of the Board
Strategic Importance
The game board currently plays little strategic importance to the campaign. I simply aimed for the major bonuses and then drastically outnumbered my opponents, such that it was hard to lose. In the final battle with the Necrons I had 2800 points in my army while they only had 1900. And I had little reason to attack the neutral areas. It felt more like an unfair skirmish battle rather than a well fought campaign.
Size
The board is quite small at the moment, with many points of access into other territories. This means there is little strategy in which direction to choose, and tiles which provide little bonuses can be safely ignored and remain neutral.
Strategic possibilities
The small start
When I loaded in my first Planetary Supremacy map I was surprised that I could recruit all the units and even equip them with the best upgrades. As such you are only a few turns away from playing skirmish battles, except it's unfair because you have 1000 more points than the opponent. A way to make each campaign feel unique would be the small start, where the only units that are unlocked are 3-4 core units for each race, and then at the start of the game you can choose 2 locked units out of a pool of 3 that you also start with. This randomness at the beginning of each game would immediately make it feel different, adding to replay ability.
For example, one game you start with the space marines:
Core: Intercessors, Assault Squad, Land Speeder
Random Unlock (choose 2 out of 3): Furioso dreadnought, Death company, Inceptor
But in the next game you start the core is the same but the random unlock is: Aggressors, Tech Marine, Librarian
This would make every start unique and could lead to being forced into some interesting gameplay.
But to make this work you need ways of unlocking additional units.
Campaign unlock/progression system
Some have suggested a progression system like the campaign tech tree where you slowly unlock bonuses for each unit and add extra specialties. This could allow the small start to work as you could unlock each unit as a tech tree development. However, this is both a lot of work for the developer and would often lead to optimum builds being found, which ultimately decreases replay ability as there will be 2-3 effective styles per race.
Map tile unlock/progression system
Another option is to tie the unlocks to the map tiles themselves. So, in addition to the map tiles giving their current bonuses (although the extra action point is pretty OP), have each of the locked units as a reward for occupying that tile. These would be randomised each game after you have chosen your unlocks, so every unit is available so long as you conquer the entire board. This works two ways, because not only do you unlock one of your units, you can see what it would unlock for the other races and strategically block them from being able to recruit their strong units.
The benefit of this is that is makes every tile have strategic importance. Even the edge ones. Imagine looking over the board to see what units you want, and which ones you really want to block. You then have to weigh up whether it's worth beelining it to your favourite unit, or blocking the unit you fear most (or in a rare case it may be both at the same time).
You could even start the game with all weapon upgrades locked and have two "weapons stash" tiles which once occupied allows you to unlock all weapon upgrades. The could be highly desirable if it is key to your build.
This progression system focuses mainly on unlocks for replay ability rather than buffs as found in the main campaign. But buffs are another possibility for some tiles, especially as the map gets bigger when more races are added.
I'm not a game developer, but i think this would be easier to implement than a full campaign style progression system. While also making the game feel different.
HOWEVER, it will not work unless is harder to capture your opponents main base. this is because for most of the game you outnumber your opponents, it's pretty hard to lose that way. Which is why we need to address Battle size
Battle size
Currently for some battles you can outnumber your opponents 3:1 (especially neutral factions). To make this less of a stomping ground i would propose Small, Medium, Large and "All out Assault" requisition caps for each map.
Where the requisition caps are:
Small: 1000
Medium: 1500
Large : 2500
All out assault: uncapped
(These are all just suggestions not set in stone numbers)
This would make the snaller battles more interesting, but also allow you to bench units which aren't good against particular factions, but are great against others.
The All out assault category would be for the main bases of each faction.
Main base possibilities
One of the issues with the main bases is that they are just as vunerable as any other map, and yet once defeated eliminated an opponent. It is important then to make it a tough battle, otherwise the best strategic option is to just rush it. Here are some possibilites to counteract that.
Each main base could have a standing garrison of 1000-1500 points of units in addition to their current army. This would encourage capturing more of the map rather than beelining to the capitol.
The garrison amount could simply be around ~200 points of each unit they have unlocked using the map tile progression system.
(This idea could be extended to each tile which has a unit unlock, that whoever is defending has an extra 1-2 units of the type to help defend giving a defenders advantage. (that may be too powerful though)
Set maps for each faction main base is an additional option for increasing the difficulty, but would require a lot of work for balancing purposes.
Closing statement
If you've managed to get to the end thankyou for reading my ideas. I really enjoy the game and would like to play it more but it does require a bit more variety. It is a solid start though and I look forward to whatever improvements are made.
Braxxy
Firstly, thank you for implementing this game mode. I feel like you understand your audience and the type of game mode they like to play.
I finished my first Planetary supremacy campaign today which took only 5 overworld turns. This is not because I’m particularly impressive. I was playing as space marines and the Necrons beelined to the Tyranids main base and eliminated them. Which left an easy invasion on the Necrons for me. It was an enjoyable experience but not one that I could repeat endlessly. The following are suggestions which would not require a major overhaul of the board but would make the board much more meaningful.
The State of the Board
Strategic Importance
The game board currently plays little strategic importance to the campaign. I simply aimed for the major bonuses and then drastically outnumbered my opponents, such that it was hard to lose. In the final battle with the Necrons I had 2800 points in my army while they only had 1900. And I had little reason to attack the neutral areas. It felt more like an unfair skirmish battle rather than a well fought campaign.
Size
The board is quite small at the moment, with many points of access into other territories. This means there is little strategy in which direction to choose, and tiles which provide little bonuses can be safely ignored and remain neutral.
Strategic possibilities
The small start
When I loaded in my first Planetary Supremacy map I was surprised that I could recruit all the units and even equip them with the best upgrades. As such you are only a few turns away from playing skirmish battles, except it's unfair because you have 1000 more points than the opponent. A way to make each campaign feel unique would be the small start, where the only units that are unlocked are 3-4 core units for each race, and then at the start of the game you can choose 2 locked units out of a pool of 3 that you also start with. This randomness at the beginning of each game would immediately make it feel different, adding to replay ability.
For example, one game you start with the space marines:
Core: Intercessors, Assault Squad, Land Speeder
Random Unlock (choose 2 out of 3): Furioso dreadnought, Death company, Inceptor
But in the next game you start the core is the same but the random unlock is: Aggressors, Tech Marine, Librarian
This would make every start unique and could lead to being forced into some interesting gameplay.
But to make this work you need ways of unlocking additional units.
Campaign unlock/progression system
Some have suggested a progression system like the campaign tech tree where you slowly unlock bonuses for each unit and add extra specialties. This could allow the small start to work as you could unlock each unit as a tech tree development. However, this is both a lot of work for the developer and would often lead to optimum builds being found, which ultimately decreases replay ability as there will be 2-3 effective styles per race.
Map tile unlock/progression system
Another option is to tie the unlocks to the map tiles themselves. So, in addition to the map tiles giving their current bonuses (although the extra action point is pretty OP), have each of the locked units as a reward for occupying that tile. These would be randomised each game after you have chosen your unlocks, so every unit is available so long as you conquer the entire board. This works two ways, because not only do you unlock one of your units, you can see what it would unlock for the other races and strategically block them from being able to recruit their strong units.
The benefit of this is that is makes every tile have strategic importance. Even the edge ones. Imagine looking over the board to see what units you want, and which ones you really want to block. You then have to weigh up whether it's worth beelining it to your favourite unit, or blocking the unit you fear most (or in a rare case it may be both at the same time).
You could even start the game with all weapon upgrades locked and have two "weapons stash" tiles which once occupied allows you to unlock all weapon upgrades. The could be highly desirable if it is key to your build.
This progression system focuses mainly on unlocks for replay ability rather than buffs as found in the main campaign. But buffs are another possibility for some tiles, especially as the map gets bigger when more races are added.
I'm not a game developer, but i think this would be easier to implement than a full campaign style progression system. While also making the game feel different.
HOWEVER, it will not work unless is harder to capture your opponents main base. this is because for most of the game you outnumber your opponents, it's pretty hard to lose that way. Which is why we need to address Battle size
Battle size
Currently for some battles you can outnumber your opponents 3:1 (especially neutral factions). To make this less of a stomping ground i would propose Small, Medium, Large and "All out Assault" requisition caps for each map.
Where the requisition caps are:
Small: 1000
Medium: 1500
Large : 2500
All out assault: uncapped
(These are all just suggestions not set in stone numbers)
This would make the snaller battles more interesting, but also allow you to bench units which aren't good against particular factions, but are great against others.
The All out assault category would be for the main bases of each faction.
Main base possibilities
One of the issues with the main bases is that they are just as vunerable as any other map, and yet once defeated eliminated an opponent. It is important then to make it a tough battle, otherwise the best strategic option is to just rush it. Here are some possibilites to counteract that.
Each main base could have a standing garrison of 1000-1500 points of units in addition to their current army. This would encourage capturing more of the map rather than beelining to the capitol.
The garrison amount could simply be around ~200 points of each unit they have unlocked using the map tile progression system.
(This idea could be extended to each tile which has a unit unlock, that whoever is defending has an extra 1-2 units of the type to help defend giving a defenders advantage. (that may be too powerful though)
Set maps for each faction main base is an additional option for increasing the difficulty, but would require a lot of work for balancing purposes.
Closing statement
If you've managed to get to the end thankyou for reading my ideas. I really enjoy the game and would like to play it more but it does require a bit more variety. It is a solid start though and I look forward to whatever improvements are made.
Braxxy