Steel Divisions biggest flaw is the complete lack of a comeback mechanic
What is a comeback mechanic and why do we need it?
The goal of a comeback mechanic is to allow both sides to maintain a roughly similar ammount of units on the field at any given time to make up for the fact that sometimes rng screws you over
and to accentuate what makes this game interesting: fighting a tactical battle against an opponent.
Basically it aims to reduce the effect that rng has on the outcome of a battle to allow for the maximum number of equal fights between the opponents.
Without it lanchesters square law strats kicking in quickly causing fairly oneside battles.
You might argue that division specific income does represent a comeback mechanic.
This doesent work for the simple reason that in most cases it either doesnt have this effect or even the opposite effect.
The possible situations are as follows:
1 both sides have the same income
2 one side has more income and the higher income side winns the first engagement
3 one side has more income and the lower income side wins the first engagement
In only one of the cases does it actually work as a comeback mechanic but just as often it works in exactly the opposite way.
An actual comeback mechanic would need to work in favour of the loosing side every time.
So how do other games deal with this?
specifically Men of War and Company of Heroes. Im using these as examples because they both similar to steel division in that the feature a barebones economy,
a unit progression over time (CoH via expanding your base and men of war via time restricting units) and the main focus being tactical fights with loads of rng where you fight the opponent over territory
In Company of Heroes we have:
1. Upkeep for units so whoever ha smore units on the fiels has lower income allowing the other side to catch up.
2. Full squads cost more than reinforcing making it easier catching back up in strength than increasing it further.
in Men of War we have:
1. Unit refund a percentage of killed units price is refunded as an increase to income until the price is refunded.
(in very loopsided battles the looser can reach up to 3 times income of the winning player)
2. Population cap this is fairly low and stops a winning player from increasing his advantedge over a certain point and lets a loosing player build up to match the winning player.
3. Special points there is a small pool of points available to both players from the start to buy units from.
In which way could this be implemented into Steel Division?
The most straight forward way to implement this would be to introduce
1. introduce a straight popcap
and/or
2. simplay refund some points for lost units possibly over time
This would already make steel division a far more interesting game to play.
A more indepth approach could make use of the deck system which is unique among those games.
1. rework decks to rework decks to allow for a maximim number of points spend
2. remove points ingame and replace it with a popcap
3. have phases affect the popcap of a division
This changes the deck from simply being a slightly restricted list of what to buy to an actual reserve which you can only use a certain ammount of at any time.
As a result this creates the larges ammount of equal fights possible without sacrificing an advantedge for the winning player as he still gains vps and has more reserves left.
What is a comeback mechanic and why do we need it?
The goal of a comeback mechanic is to allow both sides to maintain a roughly similar ammount of units on the field at any given time to make up for the fact that sometimes rng screws you over
and to accentuate what makes this game interesting: fighting a tactical battle against an opponent.
Basically it aims to reduce the effect that rng has on the outcome of a battle to allow for the maximum number of equal fights between the opponents.
Without it lanchesters square law strats kicking in quickly causing fairly oneside battles.
You might argue that division specific income does represent a comeback mechanic.
This doesent work for the simple reason that in most cases it either doesnt have this effect or even the opposite effect.
The possible situations are as follows:
1 both sides have the same income
2 one side has more income and the higher income side winns the first engagement
3 one side has more income and the lower income side wins the first engagement
In only one of the cases does it actually work as a comeback mechanic but just as often it works in exactly the opposite way.
An actual comeback mechanic would need to work in favour of the loosing side every time.
So how do other games deal with this?
specifically Men of War and Company of Heroes. Im using these as examples because they both similar to steel division in that the feature a barebones economy,
a unit progression over time (CoH via expanding your base and men of war via time restricting units) and the main focus being tactical fights with loads of rng where you fight the opponent over territory
In Company of Heroes we have:
1. Upkeep for units so whoever ha smore units on the fiels has lower income allowing the other side to catch up.
2. Full squads cost more than reinforcing making it easier catching back up in strength than increasing it further.
in Men of War we have:
1. Unit refund a percentage of killed units price is refunded as an increase to income until the price is refunded.
(in very loopsided battles the looser can reach up to 3 times income of the winning player)
2. Population cap this is fairly low and stops a winning player from increasing his advantedge over a certain point and lets a loosing player build up to match the winning player.
3. Special points there is a small pool of points available to both players from the start to buy units from.
In which way could this be implemented into Steel Division?
The most straight forward way to implement this would be to introduce
1. introduce a straight popcap
and/or
2. simplay refund some points for lost units possibly over time
This would already make steel division a far more interesting game to play.
A more indepth approach could make use of the deck system which is unique among those games.
1. rework decks to rework decks to allow for a maximim number of points spend
2. remove points ingame and replace it with a popcap
3. have phases affect the popcap of a division
This changes the deck from simply being a slightly restricted list of what to buy to an actual reserve which you can only use a certain ammount of at any time.
As a result this creates the larges ammount of equal fights possible without sacrificing an advantedge for the winning player as he still gains vps and has more reserves left.