Whiskiz
Posts: 97
Joined: 9/16/2014 Status: offline
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Some interesting feedback. quote:
Assuming all the techs and components aren't rebalanced and only the research costs are I did say from the start that more balancing would need to be done, which i feel is definitely doable to attain at least close balance. That both research increments, as well as stat upgrade increments between tiers of each line would be need to be adjusted. You say: quote:
For me personally, being able to scout, mine and colonize more earlier outweighs the opportunity costs of being able to use better torpedoes against Kaltors. Yet Retreat said: quote:
There's two tiers: 1. Weapons, shields, warp, size. 2. Everything else. If I stick to tier one and you don't I will win every time. For it being never-done-before, impossible to balance and both of you thinking one way would be the clear best, it's entertaining that both your ideas are completely different As well as me having my own, more dynamic ideas about what would be the best, which is the whole point. 3 different views from 3 different sources - sounds like some great variety and not so set-in-stone as to what would and wouldn't arguably be the best, if anything at all since it all helps in one way or another. What if you're attacked early by pirates while trying to specialize in expansion and can't defend as well? what if Retreat falls behind in expansion due to specializing mostly combat? What if a race specializes in boosting their unique tech which just from the numbers makes them more effective than Retreats combat build? quote:
With the case of deep research: You can give genuine racial preferences for certain branches resulting in more diversity, which I believe is why you like this approach Unique race tech is only one variable, one facet of it. I've said from the start why i like the approach and that's to majorly increase depth, variety and replayability. To be clear, the intention isn't to reverse it by making deep the primary and wide the secondary, but giving the ability to have one or the other, both or any ratio of them. For there to be increased choice. To upgrade from Diablo 3 variety and replayability to Path of Exiles (Not quite that crazy but still) Up until now i guess i've heavily talked about the pros of increasing deep research and gave deep specific examples, but that was just to justify bringing it inline with wide research, to show how many more options would be possible - imagine having the choice of going deep, going the mostly default wide still, or a mix of both. Or deciding on the fly depending on what race you went, world settings you chose, changing dynamically depending on what situatios you find yourself in, how you ended up on game start - Or simply the next fun idea you came up with to try. quote:
why have a balanced tree if you can max economy techs or range techs or pop growth techs in a similar timeframe? Fair point, let's brainstorm and work it out since it'd greatly enhance the game. A few things i came up with was: 1 - Readjusted research requirements between tiers, not being quite as high as DW:U but still increasing between tiers so you still have somewhat diminishing returns the more you try to abuse deep, reducing the overall effectiveness of your empire while specializing in only a few areas. 2 - The simple fact that diminishing returns or not, completely going down lines like even range and economy would severely cripple you in most other areas. 3 - Readjusting the amount of upgrade each thing gains each tier. Is going down 2 things all the way really such a big deal if the increases between tiers is only say 20% increase at a time? Especially when some other things increase say 40% at a time? You accidentally made the same argument Retreat made so i'll use the example i gave him - what if the things you say you'd auto go for first which would be best and only options, increase those areas by 5% and everything else 50%? There is no automatic best path just based on what that path is - At the end of the day it all comes down to the balancing between them. quote:
Assuming those can both be solved, then this would be an interesting way to play So you're saying it would be an interesting way to play, you just don't believe it can be balanced properly? I believe it could be balanced pretty decently and that it'd add so much more variety, depth and replayability that it'd far outweigh any slight imbalances. Imbalances that are any bigger would get found before long and could easily be fixed, as is usually the case with the rest of games' balance anyway. I believe there's just too many variables, too many useful things you're still missing out on instead, too much design and balance alterations that could be done to ever have a cut and dry clear best path to take. quote:
that's not where Distant Worlds is at, not without a full overhaul and rebalance of all techs and components. If only there was an opportunity for a clean, fresh slate to work off Though it's probably a little late in development to rebalance the progression system from 90% wide 10% deep to almost any ratio of either of those as you see fit - but it's great to think and talk about isn't it? Especially since that's about all we can do about the new game atm haha...
< Message edited by Whiskiz -- 1/9/2021 2:17:28 PM >
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