Squad limits for Tower & HQ missions..
Posted: Mon Feb 06, 2017 8:29 pm
Much to my surprise, some of the most "pivotal" missions now have serious limits on the MAX number of soldiers we can bring.
As a result.. my very first attempt at a (tough to discover -- already) Liberation/Chain Tower only allowed FIVE on Rookie level. Four of which got severely injured but i somehow managed to win it. Seems HQ allows SIX --duh.
Sooo -- i'm not really here to discuss your philosophy on difficulty features. It's your MOD, JL.
But, i'd have two small requests for any future updates;
1) XC2 storyline Network Tower gave us optional purchases of very slight advantages via Intel. I feel this kind of method would fit quite well in your gameplay systems as well.. after a few fine-tuning decisions about costs/types, etc.
2) The HQ facility is nearly the same principle of XC2 Alien-Facilities assaults... yet, we didn't have ANY restrictions for them. Thus, relatively speaking -- we are enforced to deal with extremely high odds & are not given a real absolute counter-measure. TBH.. just **let** players decide if they want such challenges by offering a similar device as #1. If people enjoy highly variable punishing conditions -- they still can opt to send less soldiers anytime, don't they? Resources accessibility included, in fact. Which adds an extra dimension to the tactical decisions we must (or can't) take.
Currently the hurdles to reach a rational minimal impact on progress (Doom Tracker is ticking.. remember), are beyond balance concerns, IMHO. What you really need in such context(s) is a way to give better ingame "feelings" of true handicaps (solved!) or coincidental (I'll admit) & finely designed advantages (pending!). Strategy is a conscious pool of thoughts -- if my brain is artificially Locked--IN--Place then i simply lose but i just don't know why i failed soooooo bad. Winning the hard way isn't the same as out-smarting our fates.
To me.. this very specific issue should make or break my intention to invest any further play-time on that mod.
Conclusion, since we are in a Modding Forum section and there's no dedicated "suggestions" area...
3) OR -- Give us (or reveal the related files & code spawn mechanics) the INI tricks necessary to actually refine these limitations. I certainly could stand some personal adaptations to the local copy -- when & if.
As a result.. my very first attempt at a (tough to discover -- already) Liberation/Chain Tower only allowed FIVE on Rookie level. Four of which got severely injured but i somehow managed to win it. Seems HQ allows SIX --duh.
Sooo -- i'm not really here to discuss your philosophy on difficulty features. It's your MOD, JL.
But, i'd have two small requests for any future updates;
1) XC2 storyline Network Tower gave us optional purchases of very slight advantages via Intel. I feel this kind of method would fit quite well in your gameplay systems as well.. after a few fine-tuning decisions about costs/types, etc.
2) The HQ facility is nearly the same principle of XC2 Alien-Facilities assaults... yet, we didn't have ANY restrictions for them. Thus, relatively speaking -- we are enforced to deal with extremely high odds & are not given a real absolute counter-measure. TBH.. just **let** players decide if they want such challenges by offering a similar device as #1. If people enjoy highly variable punishing conditions -- they still can opt to send less soldiers anytime, don't they? Resources accessibility included, in fact. Which adds an extra dimension to the tactical decisions we must (or can't) take.
Currently the hurdles to reach a rational minimal impact on progress (Doom Tracker is ticking.. remember), are beyond balance concerns, IMHO. What you really need in such context(s) is a way to give better ingame "feelings" of true handicaps (solved!) or coincidental (I'll admit) & finely designed advantages (pending!). Strategy is a conscious pool of thoughts -- if my brain is artificially Locked--IN--Place then i simply lose but i just don't know why i failed soooooo bad. Winning the hard way isn't the same as out-smarting our fates.
To me.. this very specific issue should make or break my intention to invest any further play-time on that mod.
Conclusion, since we are in a Modding Forum section and there's no dedicated "suggestions" area...
3) OR -- Give us (or reveal the related files & code spawn mechanics) the INI tricks necessary to actually refine these limitations. I certainly could stand some personal adaptations to the local copy -- when & if.