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- Dec 14, 2007
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In Azzer's Design Directions thread ( http://www.bushtarion.com/forums/showthread.php?t=1979 ), I said:
Anyway, Azzer then spoke to me on msn saying he agreed in principle. However, first I/we would need to come up with a summary of all the current routes, showing their strengths and weaknesses as well as seeing if there are too many routes doing the same thing or not enough routes doing certain things, etc. etc.
Another thing Azzer said was:
So, I've come up with a table showing off the different features of each route (in my opinion) and would like some feedback from the community as well as Azzer on whether the table is entirely accurate, and what can be addressed to balance the routes/units and give each a distinct purpose like Azzer said in his quote above.
Unfortunately, I can't attach a PDF bigger than 19.5kb here (Azzer, you should change that!) so I've uploaded it to nobreakspace: http://bush.nobreakspace.com/routesummary.pdf
Edit: I've uploaded version 2 to http://bush.nobreakspace.com/routesummaryv2.pdf
Edit: Version 2.1 http://bush.nobreakspace.com/routesummaryv2.1.pdf
This is also something that I know a lot of players tend to agree with.I'd like all units and technologies to be looked at and rebalanced/changed. Nothing as extreme as Sordes' has suggested in the past (ie. completely redoing everything from scratch). I suggest keeping most of the current routes but changing a few things to make the game seem more "fresh" for the more old school players. Unit changes that would allow different playstyles, etc.
I'd also like to address the "useless" routes/units in the game so every route is worth playing and every unit is worth buying in conjunction with the above suggestion.
Anyway, Azzer then spoke to me on msn saying he agreed in principle. However, first I/we would need to come up with a summary of all the current routes, showing their strengths and weaknesses as well as seeing if there are too many routes doing the same thing or not enough routes doing certain things, etc. etc.
Another thing Azzer said was:
This I completely agree with, but I don't think is the case with some routes in the game currently (namely the Fantasy routes).Azzer said:I think a route/sub-route needs a purpose/goal/aim in mind, for it to be good - otherwise it's just a random collection of units and you can't balance it with other routes.
So, I've come up with a table showing off the different features of each route (in my opinion) and would like some feedback from the community as well as Azzer on whether the table is entirely accurate, and what can be addressed to balance the routes/units and give each a distinct purpose like Azzer said in his quote above.
Unfortunately, I can't attach a PDF bigger than 19.5kb here (Azzer, you should change that!) so I've uploaded it to nobreakspace: http://bush.nobreakspace.com/routesummary.pdf
Edit: I've uploaded version 2 to http://bush.nobreakspace.com/routesummaryv2.pdf
Edit: Version 2.1 http://bush.nobreakspace.com/routesummaryv2.1.pdf
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