KrikkitTwo
Immortal
- Joined
- Apr 3, 2004
- Messages
- 12,418
A large amount of the available strategies of any game (with strategy) will always be "suboptimal". The optimal path in any game which offers a multitude of variable paths will always ever be a minority of the overall content.
The argument's getting a bit nonsensical at this point. Yes, you can make the available strategies more balanced, but in doing so you will find it very hard to change the % of dominant / optimal strategies. Balance will just make the others not as bad by comparison, over time.
You could say "well that's all I want", and that's fair enough, but it doesn't change the fact that even with your perfect ideal of design and balance, there will still be a select amount of optimal strategies that dwarf all others.
Well there is The optimal strategy, and then some number of 'near optimal' strategies.
You focus on
Then there are the 'sub optimal strategies'.
To get an interesting game
1. each affinity should have a at least 2-3 (hopefully more) 'near optimal' strategies (not all would be near optimal in every map/condition..but at least one should be for each affinity)
2. those strategies should be different in many ways from the 'near optimal strategies' of the other affinities
3. the 'near optimal strategies' should be very close to the optimal strategy... and far from the 'sub optimal strategies'
Currently you have the problem that
1. the only real difference between near optimal strategies in the affinities is a little bit of military tactics
2. the improvements (which are an Excellent way to show non military characteristics of a society) are basically the same for all affinities (ie they are Near equally good/bad)
I understand that some things should be affinity agnostic (military v. peace, which of the 4 Virtue trees, etc.) but there needs to be Some ability to reflect changes other than just the tactics and look of your unit if they want affinities to be interesting.
Adding more perks might work, but I think it would be better if the way affinities 'fleshed out' depended on
1. player choice ( a few different ways to be 'extremely Harmony')
2. something that was more exclusive (picking X means it is much harder/impossible to get Y)
My personal favorite is an Affinity Virtues system, but it could also be done with a much more significant quest system.