![]() 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. ![]() 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. 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. ![]() 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. 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).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |