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Disclosure: I've DLed Siege but not yet played it. I will get to it.
The main "sell points" for Siege seem to be the power-play ( being able to play with maxed out characters where you can try novel builds with your throttle against the firewall) and tactical development excercises (where players can develop effective tactics against varied opponents).
At least, those are what attract *me* to the mod.
With that in mind, mid-fight saving and a variable difficulty both make sense. In effect, you are promoting a combat-sandbox where different builds and tactics are encouraged, and if one combo doesn't work, replay from the last save to tweak things.
In the context of a more story-heavy or dramatic mod, *not* allowing saves during tense segments makes sense. But exploratory or sandbox play, save early, save often, right?
I have long been a proponent of managing difficulty transparently; adjusting it internally in response to PC development. The harder it is for a PC to advance, the easier the settings. When advancement picks up, step on the gas. But again, for a tactical or arena type game, you want to test/develop builds and tactics against stable and difficult settings. The default *should* be difficult, but winnable (which all the reviews of Siege say you've achieved), but some people aren't focused on tactical development and/or have rarely played a max build. Giving them an "easy" intro would not, I think, detract from the mod.
Incidentally, I'm in that last category. Amethyst will be soft capped at level 20, and I have only rarely played above level 30, so Siege will be quite exciting for me :-) But I've got three mods ahead of it I've promised to find time for :-/ *sigh* Such an embarrassment of riches :-)
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Modifié par Rolo Kipp, 27 juillet 2013 - 12:47 .