One of the things I would love to see changed in GC2 is the way difficulty is handled. In GC1 difficulty was effectively all about bonus' and changes to difficulty just changed the bonus'. In GC2 I would like to see this continued but also for difficulty level to have changes in gameplay.
Some examples
- Fog of war: lowest difficulty has no FOG with player seeing all planets and ships from the start. Medium levels allow player to see all planets but not ships outside sensor range. Higher levels have full FOG as in GC1.
- Spying: lowest difficulty levels has no spying with player have all enemy empire info. Medium levels have player esionage but no enemy spying or sabotage on you. Higher levels have all spying functionality.
- events: lowest difficulty have no negative events. Medium levels have the normal minor negative events. Higher levels have all events
- space sharks: lowest levls have no space sharks. Medium and higher levels have space sharks.
- upgrades: lowest levels have automatic instant empire wide upgrade. Medium levels have normal instant upgrade to all ships in friendly space. Harder levels require ships to move to shipyard planets for upgrade taking X turns.
- planets: lowest levels allow free automatic upgrade to latest building type. Medium levels have normal upgrade to new buildings (no change till building upgraded). Higher levels destroy old building first before starting to build upgrade (no bonus from old building till new building is complete).
I think this sort of difficulty level effects will help new players to get into the game easier and then have more complications and difficulties as they move up the levels. Other ideas and suggestions for difficulty level changing effects are welcome!
Paul.