dicedtomato
06-25-2006, 01:13 PM
Here's an idea that will improve game balance, as well as make the game more historical and more fun.
It's the concept of annual force pools from World in Flames. In Wif, each country gets new units added to its force pool at the beginning of each year. Not as reinforcements, but as potential production that players have the option to build. It's a neat way of showing how technology improved (the U.S. gets Mustangs in 1944, the German and Soviets get more powerful tank corps, etc.). It also shows how the size of a nation's military expands over time.
The problem with SC2 is that it gives everyone their entire military from the start. In 1941, four U.S. armies is too much; in 1944, it's too small. Six German air fleets in 1942 is too high; that belongs to 1943-44, when Speer boosted aircraft production.
Soft build limits only worsen the problem, because they can also be built too early. But what if the Germans had four air fleets in their force pool in 1939, and got one more per year after that? They don't have to build them if they don't want to, but if they do, it makes massed air fleets less of a gamebreaker. The U.S. can get several tank groups to spend all those MPPs on - but not until 1944.
It might also lead to a more diverse game. Instead of a race to build air fleets, perhaps Germany will build subs. The Western Allies can build massive air fleets and heavy bombers - but not too early.
This shouldn't be hard to code. It could function like Siberian reinforcements, except that units appear as potential production instead of on-map reinforcements.
Diced Tomato
[ June 25, 2006, 10:20 AM: Message edited by: dicedtomato ]
It's the concept of annual force pools from World in Flames. In Wif, each country gets new units added to its force pool at the beginning of each year. Not as reinforcements, but as potential production that players have the option to build. It's a neat way of showing how technology improved (the U.S. gets Mustangs in 1944, the German and Soviets get more powerful tank corps, etc.). It also shows how the size of a nation's military expands over time.
The problem with SC2 is that it gives everyone their entire military from the start. In 1941, four U.S. armies is too much; in 1944, it's too small. Six German air fleets in 1942 is too high; that belongs to 1943-44, when Speer boosted aircraft production.
Soft build limits only worsen the problem, because they can also be built too early. But what if the Germans had four air fleets in their force pool in 1939, and got one more per year after that? They don't have to build them if they don't want to, but if they do, it makes massed air fleets less of a gamebreaker. The U.S. can get several tank groups to spend all those MPPs on - but not until 1944.
It might also lead to a more diverse game. Instead of a race to build air fleets, perhaps Germany will build subs. The Western Allies can build massive air fleets and heavy bombers - but not too early.
This shouldn't be hard to code. It could function like Siberian reinforcements, except that units appear as potential production instead of on-map reinforcements.
Diced Tomato
[ June 25, 2006, 10:20 AM: Message edited by: dicedtomato ]