Investigating different difficulty settings

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Grognard
First Lieutenant
Posts: 10
Joined: Sat May 16, 2020 2:07 pm

Investigating different difficulty settings

Unread postby Grognard » Sat Nov 21, 2020 11:45 am

I have played this game far too much! And to spice it up I have been playing around with different custom difficult sections via editing the game files. Some really interesting variations that emerge that drive a lot of replay value:

1. "Game mode" Drop replacement XP penalties by 50% for standard replacements and by 100% for elite replacements. This improves gameplay albeit at the cost of realism. It increases emotional connection to your army and makes one push harder for objectives even if it involves more risk to units. For pure "gameness" this is a change where the advantages outweigh the disadvantages. And I would recommend it as the default for easy difficulty. Despite the user name "grognard" I think making UOC2 an amazing experience for the casual games is important :)

2. "Resource rich Classic". Double rewards for taking objectives on classic difficulty. This creates a Guderian experience where you have the time and supply constraints of classic but can afford a ton of specialists and take more casualties. This isn't better or worse than the base settings but is really interesting as a play through. The appeal is that you get more choice of how to play the scenario as the ability to deploy more specialists gives more possible solutions to winning the map while still feeling the pressure of the classic turn limit.

3. "Poverty mode Easy." Halve rewards for taking objective on easy settings and spend all your points at conferences. This makes you play as Montgomery - slowwwwwly but super casualty sensitive. The loss of an engineer becomes a catastrophe. Over extending and losing a unit causes a restart.

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Tomislav Uzelac
2x2 Games
Posts: 2211
Joined: Mon Apr 04, 2011 11:24 pm
Location: Zagreb, Croatia

Re: Investigating different difficulty settings

Unread postby Tomislav Uzelac » Sat Nov 21, 2020 6:22 pm

It should be pretty easy to package these game modes into mods:
https://steamcommunity.com/sharedfiles/ ... 1912050840

Obviously the game can only offer a limited number of modes, even if we let the user make some of these choices through options.

Making a mod is a more direct way to let people try these ideas out for themselves. Each mod would be just a "game.patch.yml" file, just placed within the correct folder structure.

Cheers! :)
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