On Thu, Jan 26, 2012 at 8:29 PM, Gabriel Morin <[email protected]> wrote:
> 2012/1/26 Isaac Clerencia <[email protected]>
>>
>> > 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.
>
>
> While I can see your point about not forcing them on the player, I don't
> like much the artificial aspect of it, and was thinking more along the lines
> of what Ivanovic described: reinforcements that come with some excuse within
> the bounds of the scenario: wandering mercenaries, merchants and what not.
>
> I was thinking that at the lowest difficulty, we'd make clear that the game
> helps you - it'd be the safety net for the poorest players, so to speak -,
> so you'd opt-in when starting the campaign, or when reverting to that
> difficulty between scenarios if we develop that option.
>
> If we go with your proposal, though, I propose we try to word the messages
> about help coming as "in-game" as possible, stuff like "A powerful Lord took
> pity of the sorry state of your army, and is proposing in a haughty letter
> to send reinforcements. Do you step on your honor and accept his help?".
> Then we'd compute an honor score for the campaign based on how many times
> you accepted help.

I definitely think that those are very useful improvements over what I proposed.

Thanks!
-- 
Isaac Clerencia
[email protected]

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