Kerensky wrote:Just to chime in.
Thanks for the recap Kerensky - interesting read.
Kerensky wrote:One of the features I lobbied early on for this game was for an extra AI setting to exist in this game, something along the lines of 'kamikaze' or 'berserk' along side things like 'attacker' or 'hold position active'.(...)
You obviously didn't lobby hard enough.
Seriously, I'm not sure if this is the job of a map/scenario designer (I assume that was your main role?) to lobby for such changes. The person responsible for the core game design ought to realize stuff like that himself.
Now, I can't repeat often enough how highly I respect Rudankort - it takes a lot of effort and dedication to single handedly complete games, and he's done it multiple times now, and was basically the (almost) first and only one to try and recapture the Panzer General model and revive it in new commercial projects ... that's no small feat. That said, as early as in Panzer General Forever it was pretty evident that having an eye for small details such as this one wasn't his strong suit.
IIRC it was back then that the "improved" approach of the AI having to pay in prestige for it's repairs as well was implemented - which sounds like a perfectly reasonable idea on paper, but in it's implementation just lead to the AI spamming hordes of cheap defense units, which made many scenarios considerably harder to play (harder not because it was actually hard to dispose of them, but this took time and thus it became harder to complete the mission in the small Major Victory timeframe). And, I'm sure you will agree, this problem was never really solved in PzC, merely worked around by content designers such as you, mostly using scripting.
Now, I don't remember enough about Panzer General Forever to say if the AI aggression problem at hand goes so far back, but it definately was in PzC 1.0 and thus it's disappointing it was never adressed. However, it was a "running system", and maybe Rudankort was just worried such change might break something else - fair enough, I can accept that.
It is, however, much more disappointing that, given the chance to basically start from scratch an reimplement the engine from ground up, he chose to ignore the problem once more so it's likely it'll plague Armageddon and possible subsequent games for many more years to come.
Kerensky wrote:Funny story, a friend of mine recently applied to become a Game Designer himself, and he was told one of the main reasons he didn't get the job was that he 'created excessive and unnecessary workload for other departments(code/art/UI) with his designs'.
Well, one could also say the moral of this story is the game designer himself has to make these realizations, what is strictly neccessary and what is just icing on the cake. In this regard, I think a wrong call was made.
Kerensky wrote:Secondly, it's about unit representation. If we make a game of 300+ units, but more than half of the Ork units are so rare they show up a grand total of once or sometimes not at all (Where is Matilda II in PzC 1.0 campaign!?!!?), there's a problem. (...) That is already pretty lopsided, and any further tipping would lead to unacceptable rarity levels for many of the most awesome and powerful Ork units.
You are kidding me, right? That's your reasoning? Really?
I mean, are we even talking about the same game? Because, the one I'm playing has dozens and dozens of totally superficial units on the player side. I'm sure it's great for a Wh40k affictionaldo to have all these different variations of units, but while I'm sure they have a place in the tabletop, due to more intricate combat rules or special systems and so on, but in Armageddon, these units serve no purpose and just make life complicated for the player - because they make the haystack bigger in which to find the good-unit-needle. I never used 98% of the stuff you get access to when the Space Marines enter the game. All these new Steel Legion tanks, why should I buy them when I can get a titan instead? And even if I could not, I'd maybe pick one or two, at the very most three vehicles and stick with those. And don't get me started on the recolored SM squads or all their pointless vehicles, or the flyers that seem utterly pointless in this game ... and so on and so forth.
So, in a game that has so many stuff most players will likely NEVER use, it's a concern not to see some of the rare ork vehicles frequently used?
Kerensky wrote:We cannot have a lore backed faction notorious for it's over-abundance of heavy weaponry and equipment fight battles against poorly equipped hordes of fodder. That's not even mentioning the step and above quality of units the Space Marines bring to the battlefield with their heavy infantry who are basically walking tanks.
But why not? That's the nature of the conflict you're depicting. Think about it like a game about the british fighting the Zulu, would you give the africans equivalents to machine guns and cavalry and stuff just so they are on a more equal footing with the british and the game can thus proceed in a more conventional manner?
Kerensky wrote:All that said, we are always listening to feedback. While we can't please everyone all the time, we can certainly take the lessons we learned with this brand new game and apply them forward to both further refine the base game and to propel future content to even more spectacular heights!

Well, I've been there since PzC was just released, and thus I know the listening to feedback is mostly handwaving - a few examples were outlined in this very post/thread.
Now, I'm certain there will be plenty post release support and some breaking changes, but I know from PzC that many changes are just out of the picture because they would break existing content.
But who knows, maybe I'll be proven wrong in my concerns. I'd be very happy if that were the case.
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rezaf