@Argothair:
Interesting ideas.
I thought that you would be one of the aforementioned "people who would want to geek out on something like this :)
@Argothair:
You provide an entertaining and thoughtful mix of special abilities. My main concern is just wondering how you plan to keep track of all of the various “modifier” chips. We already use chips under the pieces to show how many units are in a territory, so adding additional chips (of many different varieties) could easily get confusing. Is that 2 marines, or 3 paratroopers, or was it 4 infantry plus 1 heavy tank? If somebody knocks over a stack, it could be really hard to put the stack back together again from memory.
Yes, true. Of course there are those with the actual units to represent these pieces, solving one problem; I personally have sharpies (GASP!) for that :) hopefully as I continue to play these out I’ll know more about how to contain these sorts of issues.
@Argothair:
Another question I have is why some of your abilities are priced in terms of $5 up front plus $1 or $2 per unit you want to upgrade, whereas other abilities are priced as a large up-front cost of $10 plus $1 more for each unit you have. Right, like sometimes you give the user the choice of whether to upgrade, and sometimes you’re charging a variable fee upfront that essentially forces all units to be upgraded. The latter ability seems vulnerable to abuse, because I can research, e.g., Super Subs first, and then build as many subs as I like for no extra cost. The former ability seems a bit finicky, like I have to make all these little decisions about whether to pay $1 to upgrade each individual unit. I’d prefer a flat fee like $15 or $20 that doesn’t have anything to do with the number of units. Another option is to say you can have up to 3 upgraded units of each type (up to 2? up to 5?), at no extra charge, and after that the rest are normal. E.g. for $5 I can build 3 heavy tanks; the rest of my tanks are normal.
These are valuable thoughts. I had originally conceived this as 100% flat fees; the ‘per-unit’ surcharges evolved as a balancer, and then evolved again in balance of the choice vs. auto upgrade issue- and now here we are with the “build NO subs until they’re super subs” exploit.
Raising the ‘flat fee’ component of all of the auto-global-upgrade techs might fix this… or the whole ‘per-unit’ kicker cost idea might be a bridge too far in terms of bang-for-finnickyness.
@Argothair:
It’s hard to tell without playtesting, but I think you are probably charging too much for targeted strikes. Like, I’m almost never going to give up 3 submarine hits to generate 1 hit on a specific target. What am I going to aim for, your carrier? To prevent your planes from landing? You could just take the planes as casualties; it’s not going to be notably more expensive than, e.g., suffering 3 hits on destroyers. I guess if I’m attacking your mixed fleet of BBs and CVs with nothing but subs, then the targeted hits could be useful, but then I’m throwing away my fancy upgraded equipment just to get in one spite shot. Doesn’t seem that attractive. Similarly, if I have a trio of bombers that hit on 4 or less, I’m not excited about downgrading that to 2 or less just to target my shot. Killing 2 infantry is roughly as good as killing 1 tank.
This could definitely be true. I love the targeted strike idea, need to spend some more time testing things out. Not sure I can get it to work in A&A, given that nothing else in the whole system is designed for it. In my dreams, we get a complete “All units target other units individually” system with armor/defensive modifiers adjusting attacking dierolls, but that entails not tweaking but overhauling the cost structure, dice, setup, build restrictions, etc.