...ok, if someone do it- Actually one of the good parts of FG. Optional missions, exclusive paths...
rather roguelike approach - accept the penalties and move on. Instead Save-scumming. if you won scenario with 1 unit. You are forced to play it again, to win with better outcome.Mechanism of balancing player skill
- Levelscaling............................
Level-scaling in RPG's is bad because it force you to "under-performing" or your game-skill doesnt matter. In Myth:the Fallen Lords, each scenario you receive set of units, and some of them are replaced with the more experienced.
my suggestion example: scenario foreseen 10 units.
Bad Player has only 5 units (after shopping between missions). He will start mission with +5 green Heavy Infantry (total 10).
Good Player has 13 units. He is already on the unit limit, so he upgrade units. Rest cash he keep for "compound interest" => faster upgrades (new units in next mission). Good player start mission with more units, better quality, more experienced and still with spare Resource.
So Player performance matter. It might create gambits like: disbanding weak units, to gain some free that are more useful, but I would find such practice only interesting. Good Player has 13 units. He is already on the unit limit, so he upgrade units. Rest cash he keep for "compound interest" => faster upgrades (new units in next mission). Good player start mission with more units, better quality, more experienced and still with spare Resource.
Thanks, seems that you cut your teeth on FG