I want to have a discussion about continuity mode. Its got some good individual parts to it, but I fear its maybe more of a problem than a good thing.
Sometimes, the general sentiment here that ‘more options is better’ but I'm not sure about that. I think we’re already hitting a bit of ‘Settings Bloat’, and while a lot of settings are good, some of the recent ones I think are a problem. I do have a few ideas of how to deal with it.
The Problems:
Balance
It’s going to be impossible to balance a game with Regroup & Continuity as 2 established game modes because they are so fundamentally different. If one is fine, people will complain about the other. Snowballing is already out of control!
Coherent Vision
The game is really suffering from a lack of coherent vision in my view. A lot of the recent changes appear to be quick fixes for complex problems and I don’t feel that they are landing. The game is moving much further away from Dev Diary 1. The ‘history is built in layers’, and ‘creation, growth, crisis, and rebirth’ themes are nowhere really to be seen.
Transition in Name only
I don’t believe this will help anyone. Those that don’t want to transition will say its too much, and those that like the new framework would prefer better solutions.
Why not just keep both options?
Split in community (multiplayer)
Game enforced rules are always better than player enforced ones when it comes to multiplayer. Options are great when it adds to replayability, but I really can’t think of any games where changing the core mechanics via advanced settings has been good.
Problem Solved??
I don’t want the devs to see continuity mode as a fix for the complicated problems that still need addressing with regards to age transitions. For example, with regards to unit location after transition the available options are: ‘Current location’ or ‘random location’ which represent 2 complete extremes. Surely there is a middle ground that works better.