by juffowup
deimos2006 wrote:
The choice tree for the game is fairly large. IMO, one aspect of a good strategy game is that players can roll down one of the "branches" of the choice tree and the other players are forced to react.
The problem with DL is that it cuts off with "game mechanics" quite a few of those branches. The only strategies left are the "nimble" strategies and quite a few of those are "exceedingly similar".
You keep talking about how you've run models and learned specific lessons but won't way what they are. Can you describe these 'exceedingly similar' strategies that are the only ones 'nimble' enough to react?
Yes, a player has 120 choices each turn, which generates a crazy tree of possibilities. But saying that on any given turn, many of these 120 choices are stupid is not quite a deep sentiment, and it seems like this might be what you're describing... Could you be more specific?