(To developer and whom it may concern)
Q) What is AoWW's primary focus, single player or multiple player?
I have made some observations, and to me, single player campaigns are quite the scenario type whereas most multiplayer games are civilisation inspired (that is, you got one city and expand your empire).
The differing types of gameplay inspire different types of balances. What may balance units in multiplayer may not balance well with single player and vice versa.
Although one could say that by attaining the most historically accurate (with minor adjustments for playability) stats is the ideal balancing solution, I disagree.
Fundamentally, players in campaigns rather less micromanagement and more fluid fast battles that suit the scenario. E.g. Advance wars styled gameplay.
(Of course, exceptions exist)
Players in competitive, although I haven't discussed this with anyone, perhaps you guys can chip in your thoughts, prefer more diverse options and maneuvability i.e more micromanagement as that is (in my humble opinion) much more catering towards skill based gameplay.
It doesn't help that inequality exists in this world, and to the dismay of some (Banzai, haha sorry man), some fractions aren't just up to par.
Historical accuracy with inferior units/fractions may not be a glaring issue in singleplayer, in fact it may increase player immersion but it simply wouldn't stand in multiplayer.
Therefore I propose that the dev makes a separate patch of balancing for competitive multiplayer. It could even be modulated...
e.g. Scenario mode or Competitive Mode
- No builders
- No Naval
- Capital City
- Player Mods / Custom Rules
In conclusion, unit balancing will only go so far. To make this game truly great, nerfing op units is a must for the competitive scene but with single player, go ham!
Who cares if the player can build an insane and broken unit that the AI can't counter. E..g spamming adrolo (spelling wrong)
It's historically accurate and fun! Don't make singleplayer a competitive chore, although map makers are free to their discretion.
One example of this would be concrete arty/aa. As of the time of writing, it's pretty broken and on the competitive scene, players can spam such buildings and not be penalised.
You are literally creating value out of thin air, provided you have 4 builders and a 4 tiles of unobstructed land.
But, in singleplayer, by all means keep it. Player scenario E.g capturing the enemy towers or destorying fortified enemy defenses...
It's fair game.