Another less complex solution is to allow the player to change
difficulty during a campaign. Maybe that could be implemented during
this cycle. It's a fairly minimal change, and nothing would have to be
rebalanced, but it would make a big difference to newbies when they hit
Siege of Elensefar. If you find yourself in the downward spiral, you
don't have to start all over, or even go back a scenario. Just dial the
difficulty down a notch.

(I would still be interested in trying fabian's system sometime in some
campaign or other.)

---Dan Gerhards aka beetlenaut

On Thu, 2012-01-26 at 12:04 +0000, Isaac Clerencia wrote:
> On Thu, Jan 26, 2012 at 11:49 AM, Nils Kneuper <[email protected]> wrote:
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> > Am 26.01.2012 08:10, schrieb Gabriel Morin:
> >> Ultimately if you have campaigns you need to have a slippery slope, the
> >> alternative being that your skill at getting lots of gold and powerful
> >> units doesn't have much of an influence. I don't think that having to
> >> restart a few scenarios is to be viewed as The Ultimate Evil(tm): happened
> >> to me, I was happy to find the way to play them better, and I'm still alive
> >> today! If you worry so much about poor newbs getting scared, why not
> >> provide automatic loyal reinforcements or gold on easy difficulty, whenever
> >> you detect that the player is starting a scenario with insufficient
> >> resources/army to win? The rest of us with minimal experience and/or a
> >> brain will manage.
> 
> I think this idea is the most reasonable approach, and it won't ruin
> the game for anyone, but ideally it should be brought to the attention
> of the player and be opt-in, so players who like the challenge don't
> get automatically opted-in into some help didn't ask for.
> Something like:
> "Your current gold and army strength doesn't seem enough to beat this
> scenario. Do you want to start with XX gold and get reinforcements?"
> If we go this way, it'd also be good to actually count the times you
> asked for help during a campaign, so at the end of the campaign, your
> result is 'You have beaten the campaign XXX at difficulty YYY, using
> help ZZZ times', and thus there is an extra achievement in not using
> the help.
> 
> Then in the iPhone version we can instead just sell help tokens at $1
> each (just kidding :P).
> 
> 
> > Hmm, this sounds to me like a better solution to the problem. Lets face it,
> > the problem is simple:
> >
> > You might reach a point where it is not possible anymore to win a scenario
> > with the "resources" you have. Those resources include the starting gold as
> > well as the recallable units.
> >
> > Currently to fix this you have to jump back several scenarios and level more
> > units and/or play faster with better resource management. So the question
> > should be: what can be done to prevent this from happening? For this I see
> > several solutions (in no particular order) making balancing of later 
> > scenarios
> > more easily possible (yes, they are partly drastic and not reasonable to
> > implement!):
> >
> > 1) Get rid of gold carry over and just rely on starting gold. Besides also
> > remove the recall list. This way every scenario would be self-contained. 
> > This
> > would suck for many players since they love the leveling up of their troops
> > and it would also remove challenges like "manage your finances" in a larger
> > scope than just a single scenario.
> >
> > 2) Currently the AI is of a fixed strength per scenario. It tends to have 
> > the
> > same units available as well as the same amount of gold, no matter how 
> > strong
> > or weak the enemies army is. An option would be to change this so that the
> > enemy AIs amount of gold is based on the players amount of gold (eg "player
> > gold + 20%"). Of course the recruit/recall list of the AI could also be
> > modified. Currently the AI often hast lvl2 and 3 units on its recruit list 
> > to
> > make up for a missing recall list with those stronger units.
> >
> > 3) Add some way to check for the current "army strength" of a player. This
> > strength does not just depend on the gold (since the starting gold can be
> > adjusted by the scenario designer!) but also on the available recall list.
> > Though using all units from the recall list is not valid here either. Maybe
> > using the difference from 20 gold to the units recruit price (as long as it 
> > is
> > positive!) as additional component to the "army strength". So a player with
> > just lvl1 recalls that each cost <=20 gold would have his starting gold as
> > army strength, player with many higher level units would have a 
> > significantly
> > higher value there. The campaign designer would then try to balance their
> > campaign for specific army strength ranges. Eg give the player more gold or
> > some free higher level units (possibly especially ones that are harder to
> > level like healers). Of course this approach also still has to differ 
> > between
> > the monetary army strength as well as the recallable strength. So if you 
> > just
> > have a freaking huge and strong recall list but almost no gold there would 
> > be
> > a problem as well as with no recall list bug huge amounts of gold. Possible
> > solutions in such a case would be a wandering band of mercenaries that offer
> > the player their service for a "special fee" (as a way to provide players 
> > with
> > huge amounts amounts of money with an easier way to get some higher level
> > units that might be required to beat a scenario).
> > The basic change on our side would be giving the campaign designer better 
> > ways
> > to weight the strength of the player and base the scenario balancing on the
> > current army strength by providing "especially useful" reinforcements,
> > different enemy troop strength or possibly just a higher starting gold.
> >
> > 4) Remove the current system of recalling based on a fixed value and make 
> > the
> > recalling depend on the units recruit price possibly coupled by a factor. 
> > This
> > way the starting gold of the scenario can be set to a "more sane" minimum 
> > for
> > what you most likely need to beat the specific scenario.
> >
> > There are possibly millions of combinations of what I proposed above 
> > possible
> > and all can probably be done already with some crude WML hacks. Personally I
> > prefer to follow some general rules though:
> > * Try to keep the rules as consistent throughout the game as possible.
> > Consistent here eg means "same rule for recalling everywhere" so that a 
> > player
> > knows what to expect. At least it should be the same ruleset for one 
> > content.
> > * Make sure that the player at least "feels" rewarded for something done
> > really well. Currently this is done by giving "good" players a 
> > (significant!)
> > advantage in later scenarios and often have "bad" players not fail in the
> > scenario they are bad in but later on in the campaign.
> >
> > All the other things mentioned before in this thread are very player
> > dependent. Many want to keep their "special" army (and because of these
> > save-load when losing a single unit), want to see units level, love the RPG
> > like aspects of the game. So yes, for those it would be a shame if the units
> > would just be faceless troops and leveling units possibly has a rather bad
> > effect on you.
> >
> > Personally I think it would be good to provide content developers with 
> > better
> > means to judge the players strength in a current scenario and adjust the
> > balancing of the scenario based on the players strength. Since I personally
> > really dislike RPGs where the enemy troops level with you in some really
> > strange ways making the game significantly more difficult if you just 
> > continue
> > playing and discovering stuff (anyone ever played "TES: Oblivion"?) I'd vote
> > for not taking just the route number "2" as outlined above. I'd prefer
> > providing good means to follow route "3" since then the content designer can
> > more easily balance stuff based on what is there and what is not. Of course
> > this can also mean *slight* adjustments to the enemy troops (better/worse
> > troops, free creeps, ...) to better match what the player is likely able to
> > beat, but still somehow based on what players actually got available, not on
> > what some overachievers managed to get preventing them from a too easy 
> > stroll
> > through the park.
> >
> > Cheers,
> > Nils Kneuper aka Ivanovic
> >
> >
> >
> >
> >
> >
> >
> >
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> > 0kYAnj7QnxP2OeinBBsuqUy0ORKQPlBp
> > =9fyW
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> >
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> 
> 
> 



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