1 Jun 2017, 05:40

Real quick, just to explain why I said I thought that having the bonus assigned by player nation would be cool. I was thinking about this mainly from a PvP perspective, because I think it's a novel and relatively simple way to balance these types of games by sides. Of course it also has applications for the AI, but it doesn't have to be exclusive to the AI.

So just as an example in a game like v5 or v6, (both of which are heavily slanted towards Axis), the Russian or American player might be awarded a smaller recurring income bonus rather than a large pre-placement bid, as a way to correct the perceived imbalances baked into those games.

Or similarly if a player is inexperienced with a particular map, it is likely much more forgiving on the newb to receive a moderate recurring income bonus that kicks in every round, as opposed to a large one-time bid that they might not even know how to use effectively for that particular map.

So its more than just a suggestion aimed at the AI, it's a proposed alternative to the bidding process that could serve as a standard game option. I like this for a number of reasons, but the main one is that it's somewhat less disruptive to the opening round/turn than bid, which allows the map creator to still craft a cool script, with all the expected 'gives and takes' or interesting TUV trades, by pushing out the advantage over several rounds.

I like that in the last pre-release you had the option to give universal income bonus to all AI players or an option to assign the Bonus individually by Player Nation.

I still think it might be helpful to have a universal AI bonus by team/side. Since then you have a couple nice default options for designing the income balance for any particular match, that allows a good degree of customization with either a Bid or Bonus (or both if desired.)

I think there is room for a flat rate/percentage toggle. Just make these like a single checkbox, so it doesn't take up a ton of UI space to switch between them.

My comment about playing mainly with percentage lately might be more about the specific maps I've been playing.

I think flat rate might also be closer to the table top experience for some players. Where having a hard number is just more convenient or more potent than a percentage.

One thing I've always loved (and which requires constant editing) is the idea of ascending flat rate income bonuses. So the idea of round 1 = +1 PU, round 2= +2 PU and so on. It's a fun way to up the stakes as the game goes on. Or conceivably you could do a descending penalty -1 PU per round. And it could be a way to encourage/discourage game resolution depending the desires or the playgroup.

I think you could cover a lot of ground with a limited number of options, but I certainly still see the possibilities of allowing the ability to do the same types of things with production capacity. I just don't know that I'd want them default attached to one another because they could be used to do different things. Like you could create a high economy for a low production map, or vice versa. Or Similarly you could just create a high economy with high production version of the map.

I think each of these options are put into effect according to player preference. Some people like to restrict the money/units/production that enter play as a way to speed things up. Others prefer the opposite. So I like the idea of more options.

Probably easier to keep flat rate on offer. I think it could be just like a universal switch. For the field to be percentage or flat rate.

I also don't know which would be more interesting for something like fuel. Or for other resources that are meant to either be diminishing over time, or expanding over time. So it just seems like it would be cool to have options there.

For the A&A style maps, I think there are some simple standards that could develop PvP. More complex maps, (I've been playing Iron War mostly) have me just wanting more options to tweak the income for the AI to make it challenging, so I like having all the things, for as far as the UI has the space.