(1) What difficulty level and version of Wesnoth have you played the scenario on? Hard 1.18.4
Overall I feel the difficulty of this campaign isn't particularly well balanced, but I realize this is partially due to my adopting the mindset of other campaigns. Relative to other campaigns, building a recall list here is really not important, and so losses of non-essential units is expected. That said, there are many scenarios where the low defense of drakes makes fighting not very strategic, and potentially very difficult based on enemy recruitment and luck
(2) How difficult did you find the scenario? (1-10) 10, but 6 with luck
(3) What did you think about the dialog and story? Excellent
I think the story for this campaign is excellent, adds alot to the lore of drakes, and also manages to have a decent character dynamic built over its short length. There could be even more dialog but I realize some people won't like this. Regardless, one of the best points of this campaign.
(4) What were the major challenges you faced?
I've tried playing this scenario the "proper" way, but even on normal I found fighting off the waves of drakes and recruits quite difficult. Karron simply has an enormous gold advantage, even with the player initially holding all the villages. I didn't try to fight her fairly I could see it being too difficult, as I ended up having to fight the glider wing with just a few recruits, and the burners hadn't even shown up yet. I can't imagine how I'd win if Karron started recruiting too, on top of her starting units. Ultimately I recruited/recalled only Sky drakes and gliders in the first round, using my intendants to push through Karron's starting units, and having the gliders and the extra units from the villages surround Karron.
Overall I felt this campaign, as probably an introduction to drakes for many players, could have its maps reviewed. The first scenario helps the player really get a feel for the drakes' strengths, but after that you are really just stuck trying to overcome their weaknesses, while at a gold disadvantage. Having loyal starting units really helps but I feel it's a bit of a crutch in this campaign, in ways that it isn't always in others.
(5) How fun do you think the scenario is? (1-10) 3, maybe it would've been more fun to just try to fight her fairly, but I just didn't see how to overcome a 2x gold advantage.
Overall, despite using a neat faction, this campaign is somehow... not that fun. I already mentioned the issue with the maps and gold. Plus there are many levels where you don't really recruit, just fly around and kill infinitely spawning enemies. And finally, the full recall cost really makes building exp a less rewarding activity than in other campaigns.
(6) What suggestions do you have to make it more fun? Less reinforcements? Less gold?
I think just making more of the campaign "normal" (20g recall, turn limits) might be better than the current design direction.
Overall I feel the difficulty of this campaign isn't particularly well balanced, but I realize this is partially due to my adopting the mindset of other campaigns. Relative to other campaigns, building a recall list here is really not important, and so losses of non-essential units is expected. That said, there are many scenarios where the low defense of drakes makes fighting not very strategic, and potentially very difficult based on enemy recruitment and luck
(2) How difficult did you find the scenario? (1-10) 10, but 6 with luck
(3) What did you think about the dialog and story? Excellent
I think the story for this campaign is excellent, adds alot to the lore of drakes, and also manages to have a decent character dynamic built over its short length. There could be even more dialog but I realize some people won't like this. Regardless, one of the best points of this campaign.
(4) What were the major challenges you faced?
I've tried playing this scenario the "proper" way, but even on normal I found fighting off the waves of drakes and recruits quite difficult. Karron simply has an enormous gold advantage, even with the player initially holding all the villages. I didn't try to fight her fairly I could see it being too difficult, as I ended up having to fight the glider wing with just a few recruits, and the burners hadn't even shown up yet. I can't imagine how I'd win if Karron started recruiting too, on top of her starting units. Ultimately I recruited/recalled only Sky drakes and gliders in the first round, using my intendants to push through Karron's starting units, and having the gliders and the extra units from the villages surround Karron.
Overall I felt this campaign, as probably an introduction to drakes for many players, could have its maps reviewed. The first scenario helps the player really get a feel for the drakes' strengths, but after that you are really just stuck trying to overcome their weaknesses, while at a gold disadvantage. Having loyal starting units really helps but I feel it's a bit of a crutch in this campaign, in ways that it isn't always in others.
(5) How fun do you think the scenario is? (1-10) 3, maybe it would've been more fun to just try to fight her fairly, but I just didn't see how to overcome a 2x gold advantage.
Overall, despite using a neat faction, this campaign is somehow... not that fun. I already mentioned the issue with the maps and gold. Plus there are many levels where you don't really recruit, just fly around and kill infinitely spawning enemies. And finally, the full recall cost really makes building exp a less rewarding activity than in other campaigns.
(6) What suggestions do you have to make it more fun? Less reinforcements? Less gold?
I think just making more of the campaign "normal" (20g recall, turn limits) might be better than the current design direction.
Statistics: Posted by fredbobsmith2 — Today, 5:50 am