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Friday Fun Thread for October 14, 2022
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Notes -
Didn't LW1 actually have elements of dynamic difficulty? It's been a while so I don't recall the datails, but I'm sure there was something.
Dynamic difficulty is something that I wish more games would attempt. Steamrolling and getting steamrolled after having invested hours into a campaign is always a very disappointing ending.
That said, IMO TI gets some things about it right and some horribly wrong.
The good: You can almost always come back from losses. You can always hire new councilors, take over small countries and work your way up, start a new space program.
The bad: And sometimes you can't, or the AI can't, and then there's still a very, very long game ahead of you. Sometimes the factions just run the Earth's economy into the ground and there's nothing to be done about the alien invasion. Sometimes you manage to unite all the Earth's nations into a few superblobs and retain control of all of them and all the other factions are now unable to do a damn thing. Sometimes you accidentally annoy the aliens prematurely and they lock down space forever, GG.
I stopped playing after the .12 nerfs, and didn't follow 1.0 at all, so they might have added it. But the mid-dev versions had a fixed difficulty curve timetable you could get ahead of: cheese an early supply ship and the Zhang missions, get early mecs & laser intis, and the rest of the game was just smashing endless UFO crash sites and milking exalt missions for meld.
Edit: I only just remembered that there was a reverse difficulty scaling mechanic in Alien Research, which made the aliens harder the poorer you were doing, and vice versa. If you were smashing it the aliens would fall behind on their tech curve and get even easier (even losing the ability to do terror missions). If you lost soldiers or failed to stop UFOs they would start showing up with 60 HP mechtoids against your basic rifles.
It was retarded and a big reason I burned out on the game.
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