Difficulty level effects

One of the things I would love to see changed in GC2 is the way difficulty is handled. In GC1 difficulty was effectively all about bonus' and changes to difficulty just changed the bonus'. In GC2 I would like to see this continued but also for difficulty level to have changes in gameplay.

Some examples

- Fog of war: lowest difficulty has no FOG with player seeing all planets and ships from the start. Medium levels allow player to see all planets but not ships outside sensor range. Higher levels have full FOG as in GC1.

- Spying: lowest difficulty levels has no spying with player have all enemy empire info. Medium levels have player esionage but no enemy spying or sabotage on you. Higher levels have all spying functionality.

- events: lowest difficulty have no negative events. Medium levels have the normal minor negative events. Higher levels have all events

- space sharks: lowest levls have no space sharks. Medium and higher levels have space sharks.

- upgrades: lowest levels have automatic instant empire wide upgrade. Medium levels have normal instant upgrade to all ships in friendly space. Harder levels require ships to move to shipyard planets for upgrade taking X turns.

- planets: lowest levels allow free automatic upgrade to latest building type. Medium levels have normal upgrade to new buildings (no change till building upgraded). Higher levels destroy old building first before starting to build upgrade (no bonus from old building till new building is complete).

I think this sort of difficulty level effects will help new players to get into the game easier and then have more complications and difficulties as they move up the levels. Other ideas and suggestions for difficulty level changing effects are welcome!

Paul.
26,454 views 15 replies
Reply #1 Top
ct same gameplay just different "multipliers". Would mean new depth to the game would open up as the dificult increased, could only be a good thing except maybe more play testing required.....
Reply #2 Top
Sorry to raise an issue here, but wut about players who aren't good enough at the game to play higher diffuculty levels, but want the game to have the same as the those higher levels???
Reply #3 Top
s. This would mean no need for 'simplification' at easier levels. I also hope that the scenario editor will let the players control the game play even more than now.
Reply #4 Top
ld set these settings to a default value (like no fog of war is default on low level), though I don't like this..
Reply #5 Top
ficulty could be set by changing the difficulty of the game (modifiers, effects) seperately from the difficulty of the AI.

paul.
Reply #6 Top
r>
Only at the very very hardest levels. This was more a maso-challenge behaviour in GC1 than a change across all the difficulty levels.

Paul.
Reply #7 Top
Not only at the hardest levels. The message "you have a build-up in sector x,y" doens't appear below medium difficulty if I am correct., so the ai would not recognize some threats at lower levels.
Reply #8 Top
I like the idea, particularly with regard to fog of war.
Reply #10 Top
Now that sounds interesting. Or perhaps that as you get harder in skill level, they add in one by one, or little by little. And perhaps you could turn one of them off, optionally.
Reply #11 Top
houldn't change.
Reply #12 Top
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Morten
Reply #13 Top
Take the idea to the next level with having options for sections of difficult. example - You could have the fog of war turned on - but have space sharks turned off- and have the AI groth at "normal".
Reply #14 Top
e, and fog of war is off. But on the harder difficulties, maybe alittle higher then normal and up, the player can fully customize the game for his or her skill
Reply #15 Top
s a single figure instead of one per civ) so you can accept these settings or change some of them.
And remember the settings.