Reworking prestige
Posted: Thu May 25, 2017 8:26 am
On the one hand, prestige is a brilliant mechanic. It operates both as a scarce resource, and as a measure of victory at the end of a campaign. It's clean, simple, and can be easily tweaked to make things easier or harder. It functions to encourage caution by players, to limit force composition, and to punish reckless decisions.
On the other hand, the mechanic as currently designed has some quirks and limitations.
For one, many campaigns have a bit of a trajectory where you are meant to accumulate prestige in the early campaign, and spend it down in the late campaign. This varies a bit, but is especially true of the German Grand Campaign. The problem with that is that you may be falling behind the curve without really knowing it until it's far too late. If you run out of prestige in early '45, there's nothing you can do about it, because its the accumulated result of bad play from the very beginning. Or even bad play in 1939 and 1940, even if you played really well since then! So there is a huge lag between a mistake and the consequence for it. It can be very frustrating to find out that you don't have enough prestige to continue a campaign, after putting dozens or scores of hours into it. (Afrika Korps is better designed, with prestige feeling scarce throughout, but still always seems to be just enough around to scrape by...)
Second problem: prestige, like money, is a snowball. If you have lots of it, it's easy to get more. If you don't have much, it's hard to get more. Excess prestige can be used to upgrade units, and esp. to overstrength units, which though expensive can be a very good investment, because the overstrengthed units more than pay themselves off in avoided casualties. (Esp. overstrength artillery). Conversely, if you're out of prestige, it's harder to do these things which allow prestige savings over the long term. Complicating matters is the fact that campaigns are generally designed to keep up with a very good player, because otherwise good players would outstrip the campaign, run ahead of the power curve and get bored.
Third problem: Having a big bucket of prestige can take the tension and sense of scarcity out of individual battles. The battles can become a bit bland if what you're tracking is your overall prestige pool trajectory, rather than the particular constraints of the individual battle. If you can always fully replace a unit (provided you have enough prestige), an important tool is taken out of the hands of scenario designers, who otherwise could play with different levels of replacement availability to control the pace and feel of a battle.
So here's a proposal... create two separate resources.
"Prestige" would still be there, as an abstract representation of your reputation and success, and consequently your influence over resource allocation. Prestige would be calculated after each battle, and would be based on your level of victory, speed of victory (bonus points for winning with turns to spare!), taking bonus objectives, and your casualties inflicted and sustained. You should lose prestige for all casualties, including auxiliary units, thus removing the incentive to use them as mere fodder.
Prestige would be used for unit upgrades, special perks like early access to new equipment types, and maybe even special factors in upcoming battles (improved intel, or a special one-off auxiliary unit, or an enemy fort destroyed, etc.) Otherwise prestige is still a measure of ultimate victory. But it is not used for unit replacements....
"Support" is the second resource, and it is battle-specific, and doesn't carry over. It is an abstract measure of the overall level of logistical support available in the battle, including repair shops, flow of replacements, overall levels of fuel and ammo, etc. Support accumulates based on a per-turn value or schedule determined by the scenario designer. For instance, could be a starting value of 100, with an additional 5 per turn. And maybe bonuses for special events - eg, capture Allied supply dump at x,y for an additional 25.
Support is used up every time you take replacements, refuel or re-ammo a unit. For instance, topping up an infantry unit from 6 to 10 strength might take 4 points, doing the same for a Tiger II might take 16 points. (This would also be a built-in disincentive to load up on top-tier units - do so, and you may quickly run out of support in battle!) Potentially the scenario designer could also set a cap for how many strength points can be topped-up in a single turn, adding more to the sense of constraint.
The basic idea here is that individual battles could be made far more interesting and challenging, regardless of a player's overall prestige pool. If you're fighting in Demyansk Pocket, or at El Alamein, you should feel intensely deprived of replacements, fuel and ammo, regardless of how successful you've been in the past! More broadly, the dynamic would dampen the importance of prestige a bit, which would make campaigns simultaneously tougher for good players, and a bit more forgiving for mediocre ones.
On the other hand, the mechanic as currently designed has some quirks and limitations.
For one, many campaigns have a bit of a trajectory where you are meant to accumulate prestige in the early campaign, and spend it down in the late campaign. This varies a bit, but is especially true of the German Grand Campaign. The problem with that is that you may be falling behind the curve without really knowing it until it's far too late. If you run out of prestige in early '45, there's nothing you can do about it, because its the accumulated result of bad play from the very beginning. Or even bad play in 1939 and 1940, even if you played really well since then! So there is a huge lag between a mistake and the consequence for it. It can be very frustrating to find out that you don't have enough prestige to continue a campaign, after putting dozens or scores of hours into it. (Afrika Korps is better designed, with prestige feeling scarce throughout, but still always seems to be just enough around to scrape by...)
Second problem: prestige, like money, is a snowball. If you have lots of it, it's easy to get more. If you don't have much, it's hard to get more. Excess prestige can be used to upgrade units, and esp. to overstrength units, which though expensive can be a very good investment, because the overstrengthed units more than pay themselves off in avoided casualties. (Esp. overstrength artillery). Conversely, if you're out of prestige, it's harder to do these things which allow prestige savings over the long term. Complicating matters is the fact that campaigns are generally designed to keep up with a very good player, because otherwise good players would outstrip the campaign, run ahead of the power curve and get bored.
Third problem: Having a big bucket of prestige can take the tension and sense of scarcity out of individual battles. The battles can become a bit bland if what you're tracking is your overall prestige pool trajectory, rather than the particular constraints of the individual battle. If you can always fully replace a unit (provided you have enough prestige), an important tool is taken out of the hands of scenario designers, who otherwise could play with different levels of replacement availability to control the pace and feel of a battle.
So here's a proposal... create two separate resources.
"Prestige" would still be there, as an abstract representation of your reputation and success, and consequently your influence over resource allocation. Prestige would be calculated after each battle, and would be based on your level of victory, speed of victory (bonus points for winning with turns to spare!), taking bonus objectives, and your casualties inflicted and sustained. You should lose prestige for all casualties, including auxiliary units, thus removing the incentive to use them as mere fodder.
Prestige would be used for unit upgrades, special perks like early access to new equipment types, and maybe even special factors in upcoming battles (improved intel, or a special one-off auxiliary unit, or an enemy fort destroyed, etc.) Otherwise prestige is still a measure of ultimate victory. But it is not used for unit replacements....
"Support" is the second resource, and it is battle-specific, and doesn't carry over. It is an abstract measure of the overall level of logistical support available in the battle, including repair shops, flow of replacements, overall levels of fuel and ammo, etc. Support accumulates based on a per-turn value or schedule determined by the scenario designer. For instance, could be a starting value of 100, with an additional 5 per turn. And maybe bonuses for special events - eg, capture Allied supply dump at x,y for an additional 25.
Support is used up every time you take replacements, refuel or re-ammo a unit. For instance, topping up an infantry unit from 6 to 10 strength might take 4 points, doing the same for a Tiger II might take 16 points. (This would also be a built-in disincentive to load up on top-tier units - do so, and you may quickly run out of support in battle!) Potentially the scenario designer could also set a cap for how many strength points can be topped-up in a single turn, adding more to the sense of constraint.
The basic idea here is that individual battles could be made far more interesting and challenging, regardless of a player's overall prestige pool. If you're fighting in Demyansk Pocket, or at El Alamein, you should feel intensely deprived of replacements, fuel and ammo, regardless of how successful you've been in the past! More broadly, the dynamic would dampen the importance of prestige a bit, which would make campaigns simultaneously tougher for good players, and a bit more forgiving for mediocre ones.