@Adam514:
@Baron:
@aequitas:
@Baron:
I’m really curious about what work and what doesn’t. And still on the topic of Balanced Mode.
You need to get your Hands dirty in order to wash them with the right soap :wink:
I recommend you to take the offer regularkid gave you and Play against him a BM game.
I would like to have such time on my hand to play a G40.
I would be seriously beaten up for sure but it is really about useful analysis I’m actually looking for.
And I’m pretty sure between obvious aspects and aberrations there is way for experienced players to share their opinions and feedbacks.
I was just pointing some possible BMode topics to comment.
I think you and the Redesign team are going about it in the wrong way. First of all, the chances of landing in the range of reasonable game balance with everything you are planning on changing with no playtesting whatsoever is extremely low. There may be no theoretical limit to theorizing about changes and their effect on balance, but in practice and with so many changes you would save a huge amount of time by playtesting them as you go along, or you’ll be left with an unbalanced game at the end of your redesign, and balancing that will take more effort than putting the whole thing together.
Second of all, you do not seem to have very experienced players as part of your Redesign team. I’ve skimmed through the thread and most of you are worried about outdated Axis tactics, saying for example that the Central Crush is the best/only way to go as Axis to win the game, and hence your efforts are concentrated on making other strategies more viable. While the Central Crush theory might have been the norm a few years ago, it isn’t at all anymore and the Axis have much better strategies than that. That’s why you need a few people in the Redesign team with at least 100 games completed, and who are knowledgeable about the current meta and what works and doesn’t work.
Lastly, there will inevitably be problems you haven’t foreseen and inconsistencies, and these issues are identified and corrected with playtesting. Something might sound good in theory, but applying it is another story. For example, you have an income penalty for whoever declares first between Russia and Japan, but this is easily taken advantage of by simply declaring war when you are about to lose your capital in order to reduce the plunder, which is gamey.
Good luck to the Redesign team, but at the very least don’t try to change 2 different maps with the same concepts. Focus on 1 map at a time.
Thanks for your last point, I reposted your post in Redesign Thread so it will taken into account.
Actually, the team knew there was a short-coming on play-tests and balanced issues.
It was easier to create and provide a general frame-work than trying small turtle step (it was a redesigned aim first) and leave for later all modifications and improvements with due playtesting. It is like a rough, very raw, diamond. We knew it will need a lot of carving and polishing.
And we will need voluntaries, for sure.
(I hope there will be people to try it when ready, and comment…)
Of course, if an hundred games experienced player had pointed out to say hello, it would have been most welcome.
It is an open project, all advises are welcome too.
Somehow, in a few comments from players about Balance Mode, I already found a lot of good points to consider.
So, it is not negligible.
Coming back to the main topic:
So, Center Crush is no more an issue because on G40 it was the other Theater which was able to get his winning conditions before Allies grew stronger to repel it away from VCs while capturing the other Axis capital, right?
Was it the new intent about 3.0 Victory conditions?
Revised Victory Conditions: If Germany is Allied control, an Axis victory in the Pacific requires 7 (rather than 6) Pacific VCs. If Japan is Allied control, an Axis victory in Europe requires 9 (rather than 8 ) Europe VCs.