Greetings folks,
This topic is actually a big one for me and no, it is not about "Buff this unit or that unit"... it is about balance in general.
In the recent streams a lot could be seen and I base my thoughts mainly on them.
So, what do I want to talk about?
The imbalance of Phases and in the following progress the imbalance of "High-Tier"-Unit costs to "Low-Tier"-Unit costs (Mainly tanks-vs-infantry).
Lets start with:
A) There will be 3 phases in the game: A, B and C. Every phase unlocks new units, mostly of a higher tier.
Now here is the problem: This mechanic causes Phase-A units to have a bigger influence on the game than Phase-C units, since they have more time to influence the battle.
Ok, what does that mean? Imagine you use a Division with a strong Phase C. Since the game ends after Phase C (roughly after the same time phase A and B lasted) the units you bought from your last income have only 1(!) Minute to influence the game... actually far less, since they need time to get to the front.
On the other hand the unit you got from Phase A are still able to fight Phase B units and thus hamper following phases.
This might not be a big problem, when in the end the side wins that captured more territory, but that won't be the case. In fact it wins the side that controlled more territory over a longer period of time, which is a huge difference and favors Phase-A strong decks.
So we have here a disparity that actually can't be solved without some other outside tweeks, nevertheless I propose following option(!): Players will get their whole Phase income at the start of the respective phase (with Phase A after deployment) (that should be an option, not a must)
B) With the upper problem in mind the division/ unit balance must be taken into consideration. A point spent in Phase C doesn't have the same value as a point spent in Phase A, since it has less influence on the game. This means a Phase C unit that might have double the capability of a Phase A unit shouldn't cost double the amount of points but being a bit cheaper.
Currently it seems more like we are going to get a balance that might be closer to the wargame-balance which doesn't have to take these problems into account.
This can be seen in the streams for example for the high-prices for "High-Tier-Tanks" in comparison to infantry.
Or have I missed something?
sincerely,
Thonar
This topic is actually a big one for me and no, it is not about "Buff this unit or that unit"... it is about balance in general.
In the recent streams a lot could be seen and I base my thoughts mainly on them.
So, what do I want to talk about?
The imbalance of Phases and in the following progress the imbalance of "High-Tier"-Unit costs to "Low-Tier"-Unit costs (Mainly tanks-vs-infantry).
Lets start with:
A) There will be 3 phases in the game: A, B and C. Every phase unlocks new units, mostly of a higher tier.
Now here is the problem: This mechanic causes Phase-A units to have a bigger influence on the game than Phase-C units, since they have more time to influence the battle.
Ok, what does that mean? Imagine you use a Division with a strong Phase C. Since the game ends after Phase C (roughly after the same time phase A and B lasted) the units you bought from your last income have only 1(!) Minute to influence the game... actually far less, since they need time to get to the front.
On the other hand the unit you got from Phase A are still able to fight Phase B units and thus hamper following phases.
This might not be a big problem, when in the end the side wins that captured more territory, but that won't be the case. In fact it wins the side that controlled more territory over a longer period of time, which is a huge difference and favors Phase-A strong decks.
So we have here a disparity that actually can't be solved without some other outside tweeks, nevertheless I propose following option(!): Players will get their whole Phase income at the start of the respective phase (with Phase A after deployment) (that should be an option, not a must)
B) With the upper problem in mind the division/ unit balance must be taken into consideration. A point spent in Phase C doesn't have the same value as a point spent in Phase A, since it has less influence on the game. This means a Phase C unit that might have double the capability of a Phase A unit shouldn't cost double the amount of points but being a bit cheaper.
Currently it seems more like we are going to get a balance that might be closer to the wargame-balance which doesn't have to take these problems into account.
This can be seen in the streams for example for the high-prices for "High-Tier-Tanks" in comparison to infantry.
Or have I missed something?
sincerely,
Thonar