Tweedledumb
Posts: 55
Joined: 12/29/2015 From: Calgary, Alberta, Canada Status: offline
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Play Balance via Reinforcement Scheduling - Some Ideas Vic and Cameron, thank you for your ongoing support of this brilliant paradigm-breaking design. My PBEM buddy and I bought this along with DC1 and 2 during the holiday sales. We decided to play DC1 first as it appeared the most approachable game in the series. What we discovered in Poland was that a reasonable human player could make a VERY challenging defense of Warsaw. My point is that a human player can defend much more competently than any AI (even Vic's excellent one). Nothing new there. We've played portions of about 8 PBEM++ games using 1.01 over the last two weeks. In all the games we have discovered that the German side, as the manual warns, is more challenging as many things can go off the rails (pun intended). Also, the Soviet Central Front reinforcements lead to a veritable wall of divisions from Gomel to Polotsk and shut down AGC's advance to a crawl. AGN and AGS have "possibilities" for German strategic success and the Soviets are definitely stressed (particularly in the South). In the one set of two games (we always play German/Soviet at the same time to compare and contrast experiences) which went into September, the forests and swamps south of Leningrad were also wall-to-wall Soviets. I'm not claiming that in two weeks we are expert German players, but a quick review of the forums here seems to confirm some of this experience. I applaud the experts like Michael T for testing out some of the best German possibilities! I think my buddy and I are more "average" players. We have just started up a set of 1.02f games today and note that this version adjusts the Soviet Central Front reinforcements. This is great! We'll see how the games progress with this and the other changes (the adjusted AGN start and the Soviet "randomized" starting positions are great additions). The other thing I noted in the forums, particularly Vic's posts, is that 95% of the people are playing against the AI only, and most of those are playing the German side. This makes sense to me. Then the light bulb popped on... Why not provide the players with several Soviet reinforcement options? Here's my logic for this: Human (PBEM) players will be able to defend MUCH more competently and use the Soviet decsions far more effectively than any AI - agree? To "balance" the game and make it challenging for the majority of players (playing Germans against the AI) will not necessarily produced a "balanced" game between two expert human players - agree? So why not provide a series of reinforcement options for the Soviets as a "balancing" feature? I throw out for discussion five possible reinforcement schedules: 1. Rapid Soviet mobilization (the hardest - for players who can beat the 1.01 AI easily) 2. Improved Soviet mobilization (harder - a challenge for players who have beat the 1.01 AI)) 3. Standard Soviet mobilization (what you have in 1.01) 4. Slower Soviet mobilization (what you have in 1.02f - to avoid the wall syndrome above) 5. Poor Soviet mobilization (the ultimate challenge for the expert human Soviet player!) Of course there could be a million variants on this and I would love to see more than 5, but you get the idea, I hope. The amount of programming to make these variants I presume would be minimal. My suggestion, basically, is that rather than trying to "lock in" a one-size-fits-all Soviet reinforcement schedule, that you investigate using this mechanic as a play balance tool. My assertion is that a Soviet reinforcement schedule which works to balance an AI game will NOT be the same as one which balances a PBEM game. I'll certainly report on how our 1.02f PBEM games progress as compared to our 1.01 experience. I think throwing out these reinforcement options to the public would give you A LOT of feedback on play balance both PBEM and against the AI. Thanks again for this design, which I posted elsewhere that I thought was the BEST computer wargame of all time, and for considering this feedback.
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