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I wonder how they will balance it out. Keep in mind that it seems to be a "sandbox" mode through and through: players can decide how much of a challange they want. Even if heroes could carryover their gear and exp, you can either choose a different hero, or you can raise up the challange by generating a very hostile and challanging planet (but it will depend on the scaling probably).

I think one idea to "balance" powerful heroes would be to introduce a "fatigue" system: you cannot use a hero in succesive missions for instance as he needs to "cool off" after finishing a map...
 
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Seriously, I've played enough campaigns where well-equipped, high-level heroes from the first scenario in the campaign pretty much trivialised the opening stages of the next scenario, which often ends up trivialising the entire scenario because a strong lead in the early game can often translate into an overwhelming lead in the midgame (especially if you use that lead to blitz one of your opponents and take their stuff). I don't think it's realistic to expect Triumph to balance the game for people who spend the first planet making sure all their heroes are fully tricked out, without making it overly punishing for players who don't do that.

The idea appears to be to link scenarios together in a sandbox campaign-like environment, with a limited ability to carry over benefits from one scenario into later scenarios. Controlling how much carryover there is, however, means that a balance can be achieved where you don't feel like you have to spend excess time tricking out your heroes to have fun. Sure, they're not trying to balance it to a level that would be suitable for competitive multiplayer, but they're still trying to make something that can present a fun challenge.

Many T4 units with mods, that you can buy with renown (and you can buy few of them almost at the start of the map) - much more powerful, than any variant of equipped heroes - but no one think that this is unbalanced. But there is a chance that we can play with much more unbalanced T4 but can't play with "full" heroes. We can't even transfer hero items or mods from NPC factions (and combine them with it), although many players would prefer to transfer heroes instead of buying unbalanced T4 or mods from the start. Or are you saying that a fully equipped hero is more powerful than a pair of Ascended Teachers? Seriously?

The game has much less balanced things than the characters. Combinations of units, technologies, and finally, as mentioned above - the ability to quickly complete quests, get bonus currency, and get a pair of T4 units on the by round 20-30. And you say that the unbalanced of this is precisely the system of transferring the progress of heroes, which many players loved (and much more hoped to see in the DLC)?

You're talking about balancing the interests of players who collect or don't collect all the items for heroes on the first map. But where is the balance of interests of players who want to win back the Empire from certain races, and not collect the most unbalanced mods/units from the rest, then to take out maps by rushing quests for currency and then buying them? Where are now the interests of those who would like to play it out in limited factions through heroes and roleplay?

You talk about equality between players and game balance, but your words imply a much greater imbalance between those who want to abuse the mechanics and those who like to play from roleplay. So if we already assume a much greater imbalance in the current version of the mechanics, as well as a complete inequality of players in this, how does everything you said relate to the balance and transfer of the progress of heroes?

For many players, the ability to transfer heroes with equipment and mods collected from a variety of NPC factions (like in campaign) is a much more desirable thing than the ability to take a couple of T4 units from other races with renown.
 
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taking heroes from one map to the next with full gear would be pretty overpowered to be honest. it works OK-ish in the campaign mode due to level caps (in the vanilla campaign heroes are capped at level 6 / 12 for the first / second mission of each faction). and even that doesn't really restrict them all that much. level 6 is still enough to unlock advanced piloting and start the next map with 2-3 heroes in tier 3 vehicles. with some high end mods that's already enough to steamroll the 2nd mission if you take that to the extremes. a hero with good mods and items is the same powerlevel as a tier 4 unit. possibly even higher.

not sure how much effort it will take to actually unlock tier 4 units in the renown "shop". if it's a high level thing that requires lots of work to unlock (like doing missions for that specific faction on 10 different maps) then i guess it probably would not feel all that unbalanced and more like a reward you earned through hard work.
 
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taking heroes from one map to the next with full gear would be pretty overpowered to be honest. it works OK-ish in the campaign mode due to level caps (in the vanilla campaign heroes are capped at level 6 / 12 for the first / second mission of each faction). and even that doesn't really restrict them all that much. level 6 is still enough to unlock advanced piloting and start the next map with 2-3 heroes in tier 3 vehicles. with some high end mods that's already enough to steamroll the 2nd mission if you take that to the extremes. a hero with good mods and items is the same powerlevel as a tier 4 unit. possibly even higher.

Unlike a campaign, you don't go with multiple characters - just one. Yes, you can hire the others, but only in the same order as the heroes usually come, so it won't be fast.

not sure how much effort it will take to actually unlock tier 4 units in the renown "shop". if it's a high level thing that requires lots of work to unlock (like doing missions for that specific faction on 10 different maps) then i guess it probably would not feel all that unbalanced and more like a reward you earned through hard work.

250 renown (for one T4) - and for one stage of the quest, like build energy facility, you gain 150. And there can be something like 6 stages for 6 facilities + bonus for completion, so... 150*6+150= 1050 renown = 4 (!) T4 units just from one easy secondary quest for town-building.

I believe more in the "interesting reward for hard work", where you are given the opportunity to take your avatar hero with items with you, than in the reward, where you get two T4 units in the first 10-15 rounds, and two more T4 - by about round 25. And it's only from one of secondary quests - you will have more of them on almost every map.
 
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don't know. in the twitch stream they had an empire level 34 and had psynumbra at level 12 and assembly at level 7 and the renown shop only contained initiates for psynumbra and reverse engineers, electrocutioners and snipers (plus their tier 1 units) for assembly - not even the tier 2 flyer yet. they also had amazon at level 3 which only gave huntresses, shrikes and biomancers.

so it appears that you actually have to unlock the stuff over the course of many planets before you can even put it into the shop for a specific planet.

guess the next dev dairy will be about the galactic empire mode - which is probably a better place to discuss that specific topic.
 
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don't know. in the twitch stream they had an empire level 34 and had psynumbra at level 12 and assembly at level 7 and the renown shop only contained initiates for psynumbra and reverse engineers, electrocutioners and snipers (plus their tier 1 units) for assembly - not even the tier 2 flyer yet. they also had amazon at level 3 which only gave huntresses, shrikes and biomancers.

so it appears that you actually have to unlock the stuff over the course of many planets before you can even put it into the shop for a specific planet.

guess the next dev dairy will be about the galactic empire mode - which is probably a better place to discuss that specific topic.
As I understand the mechanics of the galactic Empire, when playing for a certain faction/technology, we gain experience that opens up various new things from the corresponding section. However, as soon as we open them, we can safely put any units/operations/mods in the store and buy them at any time of the map - for the currency that we get for completing tasks. After that, we can easily recruit any set of units (for example) and buy them. As I saw from the stream, T1 = 100, T2 = 150, T3 = 200 and T4 = 250, pay and buy as much as you want at any time.
Yes, giving the opportunity to pump everything on the first map is not the best implementation of the idea, but it will also be a strange step to completely cut out the mechanics, such as the mechanics of heroes from the campaign. As it was said on the streams, the campaign will be limited to the maximum experience for one planet - what will prevent the heroes from being implemented in the same way?

We'll just have a system where some will come up with the most unbalanced builds and pass the most difficult tests with their eyes closed, and people who want to come up with a description of their Empire and play the "heirs of the Union" for the forces of Vanguard + Oathbound, with an emphasis on their commanders - will start each map in a much weaker position and will not even be able to customize their heroes for their campaign for ONE player. Not to mention the fact that we are wasting the potential of the RPG component of the game. Let's say that the player wants to create a Ker'ko commander who will use a wide variety of psionics (including mods from two NPC factions at once) and ride the Syndicate's psi chair.
Will it be unbalanced? No, please... compared to being able to field ascended Teachers for 250 renown. Will it be fun? For a player who wants it - no doubt.

And so, instead of a mode where everyone can play as they want and have fun, because, to quote the words of the developers from the stream: "this is YOUR personal trials and adventures" , we get a mode where imba-strategies will flourish, with a rush of T4 units (or others) and the subsequent incineration of the map with them. And players who want to win back from the commanders and role-playing games, will not have to pass this mode as planned, but endlessly delay the match on a certain map, because only on it they managed to get everything they wanted for their hero... and not to get pleasure from passing the planets for their two personal-story factions and their equipped heroes.
I would understand if there was a system like "heroes of Might and Magic", where only the talents and abilities of the hero mattered (and artifacts much more stronger than in Planetfall), but here, with the system of weapons/equipment and mods, we have the opportunity to create interesting and targeted builds, which even if they are at some point stronger than T4 units, then only one such unit, slightly, and in rare situations. Take the same psionic heroes, Ker'ko's psionic unit T4 and maybe even Psinumbra's T4 will always be stronger psionic than the psionic hero.

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I still hope that this will be an opportunity to play the "campaign mode" with advanced functionality and the ability to roleplay. That this will eliminate the need to collect interesting builds only inside the campaign - because only there you can collect certain items and mods from several NPC factions on different maps and then just enjoy the battles when you collect all this.

And not a mode where one part of the game's fans will find themselves with nothing, and the other part of the fans who do not like the micromanagement of heroes will just spam with unbalanced combinations and post "proud" guides about it: "Strongest combinations for all the planets on the expert" and so on.
 
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don't know. in the twitch stream they had an empire level 34 and had psynumbra at level 12 and assembly at level 7 and the renown shop only contained initiates for psynumbra and reverse engineers, electrocutioners and snipers (plus their tier 1 units) for assembly - not even the tier 2 flyer yet. they also had amazon at level 3 which only gave huntresses, shrikes and biomancers.

so it appears that you actually have to unlock the stuff over the course of many planets before you can even put it into the shop for a specific planet.

Didn't Tom mention that he played on an earlier build so the numbers were off due to some bug or sth? So in essence at level 34 you might have a lot more stuff then we've seen in the stream.
 
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Unlike a campaign, you don't go with multiple characters - just one. Yes, you can hire the others, but only in the same order as the heroes usually come, so it won't be fast.
The rate is roughly one per ten turns, up to the maximum. So you could well have two highly tricked-out heroes by around level 10, three by level 20... on the second world you visit.

Which is the distinction between the T4 massing scenario you posit - from what I can see, that seems to be something that would only be viable to even attempt several planets in, since those units look to take time to unlock. Speaking of T4 units specifically, you'd also have cosmite upkeep costs to consider, which would be punitive in the early game. T3s would probably be a better choice for that sort of thing, which could come a little earlier... but probably not as soon as the second planet.

Regarding the "Oathbound and Vanguard" theme you talked about... I think the system will naturally cover that? I think there was some mention of a benefit for choosing a race and secret tech that you already had a high level in, so that would kick in, and focusing on two races means that you're likely to level those two races quickly. The renown shop seems to only allow you to bring a limited number of items, so you might well be better off having powerful items available for one race (apart from your commander's race) than a spread of less powerful items available across several races.

Didn't Tom mention that he played on an earlier build so the numbers were off due to some bug or sth? So in essence at level 34 you might have a lot more stuff then we've seen in the stream.
I think what he said was that there was something that meant he got more experience out of something than he would in the final build, so you wouldn't normally expect to have empire level 34 when only a few planets in.
 
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I'm pretty sure that the dev themselves said the galactic empire mode is very unbalanced.

More into the point, about how having early high level or T4 heroes will be unbalanced, i'm also sure that the dev will tone down this if player consensus have prove it to be indeed unbalanced. Real example is in Age of Wonders 3, at early version, you can get T4 between turn 10-20, and not just a regular T4, but the most powerful one, dragons, and to lesser extend giants, from quests. Of course it's still depends on the player luck, but it happens a bit too often, to the point that the multiplayer community used to ban all dwellings, whoever find dragon or giant dwelling first around turn 1-10 is almost guaranteed to win, unless he/she really screw up.
 
I'm pretty sure that the dev themselves said the galactic empire mode is very unbalanced.

More into the point, about how having early high level or T4 heroes will be unbalanced, i'm also sure that the dev will tone down this if player consensus have prove it to be indeed unbalanced. Real example is in Age of Wonders 3, at early version, you can get T4 between turn 10-20, and not just a regular T4, but the most powerful one, dragons, and to lesser extend giants, from quests. Of course it's still depends on the player luck, but it happens a bit too often, to the point that the multiplayer community used to ban all dwellings, whoever find dragon or giant dwelling first around turn 1-10 is almost guaranteed to win, unless he/she really screw up.

I do remember that. And that vassal towns used to pop quests very often letting me amass an really huge racial army super early in the game for me to start wars with. xD That got nerfed..