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I believe the OP has finally put a finger on an issue that many felt was there but nobody had been able to identify.

So how might the pace of the gameplay be varied to increase the entertainment value?

Deployment
Initial deployment points a multiple of 5x a Divisions Phase A Income
Recon units should be able to be deployed anywhere in your own half of the map, not restricted to your deployment zone

Phase A
Income tick for first 5 minutes only, no income for second 5 minutes

Phase B
5x mupltiple of a Divisions Phase B Income immediately at start of phase
Income tick for first 5 minutes only, no income for second 5 minutes

Phase C
10x mupltiple of a Divisions Phase C Income immediately at start of phase
Income tick for first 10 minutes only, no income after that

Discuss...
 
I believe the OP has finally put a finger on an issue that many felt was there but nobody had been able to identify.

So how might the pace of the gameplay be varied to increase the entertainment value?

Deployment
Initial deployment points a multiple of 5x a Divisions Phase A Income
Recon units should be able to be deployed anywhere in your own half of the map, not restricted to your deployment zone

Phase A
Income tick for first 5 minutes only, no income for second 5 minutes

Phase B
5x mupltiple of a Divisions Phase B Income immediately at start of phase
Income tick for first 5 minutes only, no income for second 5 minutes

Phase C
10x mupltiple of a Divisions Phase C Income immediately at start of phase
Income tick for first 10 minutes only, no income after that

Discuss...

So 3rd armored has to survive with 350 starting points + 70 income against windhund with ~600 and 100+ income? The phase A divisions would run rampant and crush everything in this model.

Edit : oh and they'd lose 10m of their high income phase and 5 of their medium.
 
I believe the OP has finally put a finger on an issue that many felt was there but nobody had been able to identify.

So how might the pace of the gameplay be varied to increase the entertainment value?

Deployment
Initial deployment points a multiple of 5x a Divisions Phase A Income
Recon units should be able to be deployed anywhere in your own half of the map, not restricted to your deployment zone

Phase A
Income tick for first 5 minutes only, no income for second 5 minutes

Phase B
5x mupltiple of a Divisions Phase B Income immediately at start of phase
Income tick for first 5 minutes only, no income for second 5 minutes

Phase C
10x mupltiple of a Divisions Phase C Income immediately at start of phase
Income tick for first 10 minutes only, no income after that

Discuss...


That would require massive restructuring of Division Incomes to suit the proposed income changes, but I'm somewhat in favor of having the Income arrive in my hands in a lump sum rather than piecemeal, I get a bit bored watching the income timer cycle around and having to wait to buy my units in a strung out fashion. I want to be able to buy up the units I want for the majority of the next phase of battle then get on with managing the units I have, rather than always thinking about when I can buy my next unit.

It would also bring in that feeling of a wave of reinforcements arriving on the battlefield as an organised force, rather than individual units showing up on their own. Historically speaking Armor moved in groups not vulnerably out on their own so why won't the game let me buy them in such groups?
 
That would require massive restructuring of Division Incomes to suit the proposed income changes, but I'm somewhat in favor of having the Income arrive in my hands in a lump sum rather than piecemeal, I get a bit bored watching the income timer cycle around and having to wait to buy my units in a strung out fashion. I want to be able to buy up the units I want for the majority of the next phase of battle then get on with managing the units I have, rather than always thinking about when I can buy my next unit.

It would also bring in that feeling of a wave of reinforcements arriving on the battlefield as an organised force, rather than individual units showing up on their own. Historically speaking Armor moved in groups not vulnerably out on their own so why won't the game let me buy them in such groups?

Do you really have time to wait for your next unit ? I spend most of my time microing, best is your opponent more you have to, i definitely tends to forget my ticks sometimes to have a shitload of points than wait to buy cause i don't have enough points (except maybe a 200+ points panzer once in a while).
 
So 3rd armored has to survive with 350 starting points + 70 income against windhund with ~600 and 100+ income? The phase A divisions would run rampant and crush everything in this model.

Yeah I figured that the Phase A bit might be an issue but left it in to provoke reaction and see if anyone could come up with a workable alternative

Edit : oh and they'd lose 10m of their high income phase and 5 of their medium.

No they'd get the same income in B and C (assuming a 40 minute game), 5 minutes worth up front then 5 minutes worth drip fed in Phase B and 10 minutes worth up front then 10 minutes worth drip fed in Phase C. In a 40 minute game the Phase B and C income would be the same as currently just partly front loaded. In the current mechanic the last 10 mintues worth of income in Phase C is largely wasted anyway as units cannot get across the map in time to be effective so this removes that problem for Phase C heavy decks.
 
I'd rather just make it so that players have the option to buy early access to the next phase for some amount of points modified by the amount of time remaining in the phase. That way if I'm doing well in A I can pay X points (at least 200 and probably more, with 6m as the earliest time to buy it) to jump to B early and start earning my B income and deploying B units. Other players who aren't doing so well can just stick around in A and get the free tech to B when the 10m mark rolls around.

Giving players a choice between rushing up the phase tree in return for income or waiting out the timer to get free units would add a very interesting macro decision and rubber band mechanic to the game.
 
I dont understand this thread. You want more income? Thats wargame. The whole point of SD was to cure Wargame's problems including the overabundant income and spammy gameplay. Real time strategy should have a balance between speed and ability of players to control whatever they have on their hands at all times.

Again, the objective of the thread isn't to push for more income, more micro, or any specific mechanic.

The point is to chart the experience of playing a match especially in terms of its emotional highs and lows; especially from the perspective of people who just want to have fun (e.g. casuals) rather than competitive players (e.g. tourney players). The core issue here is that a game that new players don't find fun won't find a consistent audience and there won't be a hardcore player base without enough casuals.

Steel Division can very well be a game with much fewer units than Wargame or Starcraft. However, if it regularly devolves to a lot of unfun waiting because you have to wait to build up again or because there is really not much chance of making headway against an opponent getting equal units and equivalent counter then it's a problem that has to be addressed.

And again there are many, many ways to "fix" the issues. For instance as mentioned timing attacks could simply change the time when each Division gets their Phase B/C (e.g. one gets it at 8 minutes, another at 12 minutes), which retains the current "economy" and unit count (and micro). People need to stop assuming it's automatically meant to kill the current "feel" of the game.

Put it another way: I would argue that most of the best fun in Steel Division is in the first few minute. Why not find ways to extend this experience to the rest of the match, or to condense the match into a shorter time frame so that a larger proportion of the time spent playing SD is "fun" rather than "waiting for fun".

Indeed, I'd note that more than one player has already noted that 10 v 10s were fun for them precisely because it's such a hectic mess for a good portion of the match, and that reducing the time limit in fact detracted from this experience because it abruptly ended their fun just as they got their nice units.

Others however have expressed that they don't want a match to be wholly hectic for 40 minutes straight, which is understandable because micro is tiring if done too much.

But in that case the solution might not be to make the game less "active" - but instead to condense the experience to a shorter match. Very intense game experiences like FPS matches often don't last more than 15 minutes for a reason, and it wouldn't be good to assume that condensing SD matches into that short of a time period will automatically make it less deep. Indeed, all it might mean is that you only have to wait 10 minutes to get your King Tigers instead of waiting 20.

In short, before judging that this will require so-and-so mechanic and this new mechanic will ruin the game, the community needs to take a deep breath and step back to understand what really makes the game fun or unfun in the first place; and that any changes to the design should maximize the fun moments and put far fewer obstacles/waiting time to get there.

A game, as I noted in the intro, is not just a collection of mechanics and arguing over mechanic has frankly been done to the death for this game (it has more forum posts than Tyranny) with very little observing how the experience is fun or or not. Indeed, I get the sense that a lot of issues with the last patch stemmed from the mechanic-centric mindset of the community, which thought that tweaking mechanics would automatically result in a fun game. Mechanics by themselves simply aren't fun. They are simply one component to the overall game experience.
 
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Imo the anticlimactic nature is a virtue. I love that the entire game is relevant and it's not just building up to one point. It's also realistic. tl;dr the game doesn't match OP's expectations
 
Most battle are boring receipt:
  • Meet at the middle / center.
  • When both reached their 50% part of the map a shootout between single units begins

  • When some more units on one side died you gained more % in map possession and win
What I miss is, large scale battle, battles at all, assault where you throw some units together to win a superior part of ground, flanking and so on.

All we got is a shootout game where the one with more range wins.
 
Do you really have time to wait for your next unit ? I spend most of my time microing, best is your opponent more you have to, i definitely tends to forget my ticks sometimes to have a shitload of points than wait to buy cause i don't have enough points (except maybe a 200+ points panzer once in a while).

Often, there are so many units in this game that cost more than an entire minute of C phase income I'm surprised you haven't been waiting for points regularly in matches.
Of course I'm busy micro managing the already deployed force, but I'm also irritated that I'm often 5 points short of crucial Anti air/fighter cover or such which makes me highly aware of that slowly ticking income. If I had that lump sum I'd have bought all my necessary supporting units together, not strung out one by one.

Would you rather buy one heavy tank after waiting 2 minutes, deploy it then have to wait another minute for its combined arms support to arrive then actually push it to the front, or would you rather have a lump sum that you can spend on the combined group coming onto the field together so it can get strait into the action?

What I want is each phase to feel more like deployment, where you have the points to buy units in groups that compliment each other and arrive at the front at a similar time, rather than strung out by points coming in piecemeal which to me just slows down gameplay as it prevents you from deploying your best units as they become available. When B phase hits you can't often get your more powerful armor onto the field unless you've intentionally been weakening your A phase reinforcement and saving points. Against very capable A phase divisions its very difficult to actually save any points for the B phase as a good strong A phase division player will be forcing you to spend as much as possible just to stay in the game. This in my opinion reduces the theoretical potential for B phase and C phase strong Divisions as they have to wait to build their strength, and waiting in a conquest game is loosing you map control and ultimately the game if you wait too long.
Other than to draw out the games length, what really does having units be bought piecemeal add to the game that would be lost if the game gave you your entire phase income in one go?
 
If you get all your income at once you won't be able to observe enemy purchases and react by buying appropriate counters. Given that new players already just spam random shit (who hasn't seen a new player teammate spam a dozen command infantry into a town?), giving them lumps of income would worsen the problem.
 
I wonder what would happen to the pace of the game if i went in and repriced/changed availability on everything to come closer to Wargame's point scale and recommended it be played on one map size larger than standard..
 
If you get all your income at once you won't be able to observe enemy purchases and react by buying appropriate counters. Given that new players already just spam random shit (who hasn't seen a new player teammate spam a dozen command infantry into a town?), giving them lumps of income would worsen the problem.

I suppose it does hold the hand of newer players somewhat, newer players would perhaps struggle to moderate their spending and I wouldn't ever advocate blowing all those points in one go since you'll need some left over to use in reaction to your opponent, but at present this handholding aspect I feel is slowing down the ability of players to make active moves. We don't have that freedom to make a choice as to how we moderate spending. At what point is something justifiable as a method for avoiding newbie or noob spam becoming a too much of a hindrance to competent players that is making it less fun to play?

In a timed game making B and C phase divisions wait is severely limiting their ability to leverage their actual strength, for C phase Divisions by the time their highest income is starting to come in a lot of it is of no value as they won't have enough time left on the clock to actually gain a victory in the remaining time ( 30 min games especially), and the last few minutes of income aren't even worth anything as units won't even make it to the front line at all when bought, mainly in the case of slower armor units but still true of even the faster ones.
 
If A stays the way it is I'd be fine with experimenting with your idea for B and C. That said, I'd rather it was lump sum plus income tics either halved or less frequent than no income for x period of time.
 
If A stays the way it is I'd be fine with experimenting with your idea for B and C. That said, I'd rather it was lump sum plus income tics either halved or less frequent than no income for x period of time.

I'd be happy with that, in fact I think it would work better as a mix of the two, I'll admit having a whole phases income in one go really would be too easily spamable now that I reflect on it.
 
Often, there are so many units in this game that cost more than an entire minute of C phase income I'm surprised you haven't been waiting for points regularly in matches.
Of course I'm busy micro managing the already deployed force, but I'm also irritated that I'm often 5 points short of crucial Anti air/fighter cover or such which makes me highly aware of that slowly ticking income. If I had that lump sum I'd have bought all my necessary supporting units together, not strung out one by one.

Would you rather buy one heavy tank after waiting 2 minutes, deploy it then have to wait another minute for its combined arms support to arrive then actually push it to the front, or would you rather have a lump sum that you can spend on the combined group coming onto the field together so it can get strait into the action?

What I want is each phase to feel more like deployment, where you have the points to buy units in groups that compliment each other and arrive at the front at a similar time, rather than strung out by points coming in piecemeal which to me just slows down gameplay as it prevents you from deploying your best units as they become available. When B phase hits you can't often get your more powerful armor onto the field unless you've intentionally been weakening your A phase reinforcement and saving points. Against very capable A phase divisions its very difficult to actually save any points for the B phase as a good strong A phase division player will be forcing you to spend as much as possible just to stay in the game. This in my opinion reduces the theoretical potential for B phase and C phase strong Divisions as they have to wait to build their strength, and waiting in a conquest game is loosing you map control and ultimately the game if you wait too long.
Other than to draw out the games length, what really does having units be bought piecemeal add to the game that would be lost if the game gave you your entire phase income in one go?

Waiting for points, make choices (sometimes bad) and not be able to have everything is precisely the purpose of the game. You never know what you expect and you never totally have what you should have to make a perfect push. As pushes will be every time countered with your solution, I fear you ask for a game turning into static trench war.
What i call balance is not much to have everything on the field directly but to have the possibility to bring at any moment every counter to any enemy unit.

Hence you could imagine a game system which is able to bring all units in every phases (but with extra cost or lowered cost). A panzer lehr player would be able to bring a Befehl Panther in phase A if he wants to but his Befehl Panther would cost the price of a Koenigstiger (380) and you could imagine decrease the price of phase A units if you wait until phase C to bring them. An allied player would be able to bring a costly jumbo or 17 pounder from phase C in phase A to answer the Befehl Panther threat and so on.
It sure is hell to balance but it will bring new open strategies to counter the phase A infantry pushes. And would force opponent players to react and bring their costly phase C units to respond, not going all infantry.
If units from phase B and C are bought, they'll be more costly when bought and you'll have to manage less units on the field.

But i find the actual system of reenforcements genius and very much enjoyable, working well with the struggle to conquest.
 
What this game really needs is new game modes. Conquest is a great base mode. It's stale after a few hundred hours.

We need 2 other modes: 1. An objective mode, something like the zones of Wargame. 2. An asymmetric mode (attack/defend), something like frontline mode from Men of War
 
Imo the anticlimactic nature is a virtue. I love that the entire game is relevant and it's not just building up to one point. It's also realistic. tl;dr the game doesn't match OP's expectations

Well if the game was supposed to be a static stalemate with no escalation then why are there Phases with bigger and shinier toys coming in later phases?

Indeed, the names for the phases explicitly point to how the developers expect each phase build up to a climax - which is why Phase A is "recon", B is "skirmish", while C is "battle".

In short, you're just falling back on the classic "the game isn't broken, you are!" stance because you can't defend or explain your own personal feelings in a serious discussion about gameplay experience.

People seriously need to stop being defensive about how they play and enjoy the game.

Instead perhaps try doing some critical self-examination of your own emotional highs and lows instead of trying to drag the discussion to "realism" which has very little to do with the experience of playing a game. What moments were fun for you and stood out, for instance. For instance did you find it immensely satisfying to surround some enemy units, have their frontline evaporate, and then surrender?

It's this inability to identify the key moments where the game really shined that's really making a lot of the feedback given to the developers thus far largely pointless and contradictory. Because you can tweak the mechanics all you want, but mechanics by themselves do not necessarily make a game fun.
 
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If you get all your income at once you won't be able to observe enemy purchases and react by buying appropriate counters. Given that new players already just spam random shit (who hasn't seen a new player teammate spam a dozen command infantry into a town?), giving them lumps of income would worsen the problem.

The issue, which was pointed out by Kalburg, is that SD doesn't have a lot of ways for you to be able to observe enemy purchases in advance to begin with. RD is better in this regard due to helicopter units and Special Forces scouts, but RD scout helicopters have a lot of counters and special forces take time to place in proper locations.

The bitter pill that I think many "veteran" players have to swallow is that neither game really lets you anticipate/react to enemy purchases, and that the idea it is a game of "countering" the opposing player's purchases is more illusory than reality.

Rather victory or defeat is very often a matter of spamming units, with the veterans tending to win because they spammed the better units (or more likely the better combination of units) in the correct terrain (e.g. flamethrower infantry in forests) and having properly micro'd their units when contact was made (e.g. running their riflemen away like hell when they realize the enemy has flamethrowers in the forest).

That the AI - which pretty much spams units randomly - is so challenging for newbies unfamiliar with the proper unit combinations and terrain-reading is an indication of this; as is the relative ease in which vets can beat said AI despite its income advantages (and lack of knowing what the AI would buy) due to how strong a well-chosen and well-micro'd combined armed force can stand up to mindless spam with no micro.

That's why I don't think that lump purchases would necessarily drastically change the game. Indeed, I would go as far as to suggest that you may very well have largely the same experience even if your battlegroups are _entirely_ pre-bought at the deck-building phase. Meaning that you're no longer choosing the options you can buy in-match with deckbuilding, but deck-building determines the exact units you will get at the starts of Phase A, B, and C of the match - with no more in-match purchases or changes being made.

But knowing the forum, I'm probably gonna have half a dozen objections about how it ruins deck-building before giving the idea a fair shot. :rolleyes:
 
@Zinegata your proposition could be intresting with the appropriate time limit. However I think its a too radical solution for SD actual main gameplay (i.e. conquest), requesting too many investments (time, human, money).
One aspect that catch my attention in this topic is that un-fun mainly comes from un-rewarded actions which tend the player to not build up decisive actions and just simply react. I think some proposal could be made to overcome this issues:
Easy ones:
1 - Bring +1 point threshold to 55% instead of 51%, and move all other point thresholds accordingly, to tend the play to push and expose his self to counter attack.
2 - Outside recon, give to some elite units the trait "commandos" and the ability to not move the frontline in order to incite infiltrated/flanking/surprise actions
"On-the-job" idea:
3 - Reward the kill of an enemy unit by giving to the player a XX% of the killed unit and refund a X% of the destroyed unit to the owner to incitate escalation all over the game.