Even if it’s most of the reason why it’s too easy.
I’m talking about the timeline - being able to see enemy moves. Having a couple of people mentioning how it’s too easy because of it which it currently is, but then going on to give ideas about certain units or turns or mechanics or whatever being made to be unable to see the timeline.
I think that’s a terrible idea. That mechanic is what makes the game so great, even what its core identity is and what gives it such tactical depth and potential. Removing that as a way to increase the difficulty i feel is very short sighted.
(To say nothing of the fact of where and how and when you’re supposed to aim if you don’t have that info…)
There isn’t many other options but what options there are, can be adjusted enough to the point of making the game impossible, so theoretically there’s also a point where it’s suitably challenging. I’m of course talking about increasing enemy stats or amount of each per fight - or a combination of both. As well as keeping a careful eye on weapons and their power level when they drop, throughout the progression. I got an 800 total volley damage shotgun from the very first proper province after that small beginning one.
I saw someone comment on how too many enemies isn’t fun because they shoot alot, giving you little chance to shoot back - i thought at first he had a point, but then it dawned on me, like me he’s too focused on avoiding damage entirely, shielding when being shot at, being behind a hill, using buildings as cover to entirely negate the shot etc. We’re too focused on complete damage avoidance because of how easy it is to do, because of all the options there is available that i think we mistakenly feel that’s how it’s meant to be played. It then makes us feel bad if we take any damage whatsoever.
But i feel like it’s more meant to be about damage mitigation than complete avoidance, especially when trading good damage onto the enemy in return. I did a convoy battle, so an outside map without cover with 11 enemies and i thought how the hell am i meant to do this lol. So many shots from so many angles. Longer story shorter i ended up wrecking all the stuff and though i felt uncomfortable at taking hits at first, it really wasn’t that much damage and wasn’t as significant as i thought it’d be. But i didn’t know until i was forced into the situation.
Then i had the epiphany that it’s ok to take shots, ok to take damage to some degree (As long as your doing things properly like using good weapons, stunning enemies when in close range, working outside of enemies effective ranges etc) and so trade fire instead of waiting for the perfect but elusive opportunity. So more enemies and taking shots isn’t the game breaker some think it is - it is only if you’re trying to play with complete damage avoidance in mind and being able to go through a mission perfectly without taking any return fire whatsoever doesn’t sound like very good design.
But there still eventually comes a point where it does get to be too many enemies, so then increase time to kill by increasing each ones survivability or other stats. Also adding difficulty settings later in development of course, where things like that over actually finishing core features starts to take precedence.
But take away the timeline and you’re taking away the heart of the game imo. Not a good direction to take the game in just as a way to increase difficulty.
Some food for thought.