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XPZ Strategy/Tactics / Re: The Newbie Guide
« on: December 05, 2022, 04:55:19 am »I play JS almost exclusively.
While your definition of 'content' might vary, most of the JS wrenches are unquestionably bad.
1) Lower selling prices. You cannot build or recruit as fast, tolerance for errors in build orders is minor.
2) Bad events start earlier and are more of them. Is that 'content'?
3) Enemy progression is accelerated. That means that stuff others have to deal one year in, mandatorily start in six months on JS. There are multiple readiness checks that other difficulties give you a fair time to prepare are rammed through on an accelerated timetable on JS. Expect to deal with checks in month 2 instead of month 8+, month 7 instead of month 12+, month 12 instead of month 24, and month 18 instead of month 30.
3) Dogfights are more lethal, enemies fire faster. Is this extra 'content'?
4) on battlescape, enemies have significantly higher stats, able to fire more accurately, move faster and react more.
5) the only mixed blessing: there are more enemies. The good part: more loot. Bad part: more enemies.
Note that JS is *explicitly* designed to be anti-fair, and Dio often goes out of his way to make JS unfair, or eliminate cheesy tactics.
No, my definition of "Content" goes only for new units, weapons, techs for research and buildings. If events are the same but just earlier and just harder - that's not a new content. Much appreciated for your reply. So I guess the only thing to do for me is not to play on easiest diff just not to miss the Voodoo thing. It's really nice for someone explaining what does what in this promising mod for the game. Since I couldn't find a lot of info on wiki about the difficulty wrenches and stuff that happens there between the five difficulty levels xD
So thank you, Iazo! You made a pretty much clear point here, and I don't have any more questions related different gameplay with different "captain names" <3