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Introducing Warscore and Victory Points to deepen the objectives in battles

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5 years ago
Sep 2, 2020, 7:45:50 AM

I can agree that the placement of the flag was a bit weird sometimes on open ground. However the whole war score thing I'm not so sure about. If an enemy AI knows You have alot of units that would deter it anyway I think is a good option. If Your all around army is weaker than them they are not detered etc. Yes a civilization can have a huge army but still be bad at tactics and strategies and lose. Many examples of that throughout history. So I understand the reasoning behind that if they lose alot of battles they are seen as weaker, but I am still not sure that would be a fun mechanic in this type of game. If You are that bad at tactics and strategy You will have a big enough handicap anyway. It could potentially snowball with war scores until You have no chance to make a come back as You get better and elarnm, by that time You might have so many negative score stacked against You that it's simply too late. 

To me war scores, victory points and all that stuff sounds like something that competetive multiplayer crowd wants to show off on some score boards and not something I as being mainly single player want to see. I think too much focus on multiplayer is what partly (but a large part) contributed to Civ 6 being so badly designed. It made the game bad and not fun at all in single player. To me it seems like a very small minority play Turn Based Strategy games in multi anyway, so that should not be what shapes the game. Sure please have multiplayer option, but not at the cost of ruining design for the majority of single players.

As others have said, it is way too early to know if more layers of complexity is even needed. In OpenDev there was alreday a big chunk of people struggling with understanding the combat system as it is. I personally really enjoyed it once I started getting a hang of it and the various mechanics with terreain bonuses, being able to play the deployment are, blöock reinsforcements etc. However making it even more complex and deep might not be the best move and sacre away people. We can only see once the game is released, or in future testing how it all turns out I guess. Maybe stuff like that can be added in future updates once more people have a grip of the combat, or even in future Humankind 2, 3, 4 etc. :)

Updated 5 years ago.
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5 years ago
Sep 4, 2020, 7:21:02 AM
Lord_Funk wrote:

I can agree that the placement of the flag was a bit weird sometimes on open ground. However the whole war score thing I'm not so sure about. If an enemy AI knows You have alot of units that would deter it anyway I think is a good option. If Your all around army is weaker than them they are not detered etc. Yes a civilization can have a huge army but still be bad at tactics and strategies and lose. Many examples of that throughout history. So I understand the reasoning behind that if they lose alot of battles they are seen as weaker, but I am still not sure that would be a fun mechanic in this type of game. If You are that bad at tactics and strategy You will have a big enough handicap anyway. It could potentially snowball with war scores until You have no chance to make a come back as You get better and elarnm, by that time You might have so many negative score stacked against You that it's simply too late.

To me war scores, victory points and all that stuff sounds like something that competetive multiuplayuer crowd wants to show off in some sore boards and not something I as being mainly single player want to see. I think too much focus on multiplayer is what partly (but a lrge part) contributed to Civ 6 being so badly designed. It madxe the game bad and not fun at all ain single player. To me it seems like a very small minority play Turn Based Startyegy games in multi anyway, so that should not be what shapes the game. Sure please have multiplayer option, but not at the cost of ruining design for the majority of single players.

Warscore and Victory Points and how they are used can be seen exemplarily in games like Crusader Kings, Europa Universalis and Hearts of Iron. These features are well implemented in the games and so in the single player. One doesn't have to reinvent the wheel for this mechanics, so having some working examples in mind can help. Nevertheless, the main focus would be to develope such a mechanic in a game with the playstyle like Humankind.

Also I want to mention that during wars in the background of the game there must be something like a rating system anyway. Otherwise, how can the AI tell when to peace out and for what costs? So, the argument is: Stays this rating system how good or bad a war is going in the background and the human players cannot see it in the game, thus guessing the overall situation, or gets the rating system shown in the UI, as a tracking tool to see for example if there are ticking warscores in (or against) your favour.

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5 years ago
Sep 14, 2020, 3:16:33 PM

Regarding WarScore and Victory Points...

One of the most important things to me in a game like this is being able to see how I scored next to my previous campaigns. I like to challenge myself to "top" my own high score.
CIv has this. And Endless Space 2 added this (my community led suggestion!) after launch.


I would love to see the accumulation of WarScore and Victory Points (and other factors) add up to a total score that after the game ends I can see how I did against my other campaigns.

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