lordzimoa wrote:I believe it was a good decision as the total series of a perfect mix, for those who like historical, alternative historical, big maps, small maps, big corps, small corps, scripted, non-scripted... there is a lot of variation.
You will disagree, others will agree...
I'm not expecting you to cater specifically to my tastes. If 5 people preffer the direction of GCWest to everyone who thinks like me then obviously it makes sense to do what is most commercially viable. I'm merely providing feedback that my purchase of GC42-43 was based upon the strength of GCEast, as opposed to approval of the direction the GC has taken.
Rudankort wrote:I was waiting for someone to complain about the decision we've made regarding the transfer of the core from '41 to '42 West.
Glad I could be the first!
Personally, I don't think that the opportunities you listed were "missed' at all. Making East and West the same scale and the core transferable would make the GC more replayable in theory. But in practice, it would mean "more of the same content". Scenarios of the same size and using the same units would feel very similar, and I doubt that many people would fancy replaying these paths in different combinations.
Arguably the western and eastern paths of the original PG campaign felt fairly different - I'm sure scaled to match the GC Afrika Corps, mountain fighting in Italy, Bocage fighting in Normandy, and air heavy fighting in the west could have felt very different from the east.
Besides, many people complained that the battles in the late DLCs became too big and tedious to fight through. So, we decided to take a different approach.
A fairer criticism IMO - though arguably going to point b) this would have been justification for improving the rules/mechanics to improve the feel of the game a put more emphasis on maneuver instead of blasting through hordes of AI cannon fodder.
As for the second opportunity, AK did introduce a number of gameplay changes. Maybe more changes will be introduced in the future. But at the same time, our goal is to keep game rules consistent across the series. We cannot possibly use different combat mechanics in different campaigns, this would totally confuse 90% of the players.
Games change. Players adapt. PzC was not a carbon copy of PG - you made changes and improvements. At some point you'll abandon PzC and hopefully start work on similar games with improvement. You yourself have agreed there are things that could be improved:
Rudankort wrote:On of the basic principles in core game design was that prestige is the primary limit on what units you can have in the core. And the effect of it is exactly as some people requested above: you can have 5 Tigers or 10 PzIVs, but not 10 Tigers for the same money. It is essentially the same idea. Naturally, when prestige is abundant and stops being a concern, this delicate mechanics breaks altogether. In retrospect, I think that this system works very well in the short term, but not so well in the long term.
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Grand Campaign is especially tricky, because it is SO long, it is really pushing the limits of core game design. However, I'm not saying that the problem cannot be solved and that we should not try to improve things in the future.
Admittedly it is getting hard to solve it in the existing game, because we have so much content released already, and any radical change can ruin this content. But in a new game system which will follow Panzer Corps at some point this particular issue will be one of our priorities. I have some ideas of my own, and I will consider some things used in other games too (like high-end units taking more slots than normals ones). So yeah, it is a useful discussion, and we keep our ears open wide. You can be sure about that.

While the first GC West Campaign - being the start of the campaign - is (probably) the equivalent of GC39/40 and thus fairly well balanced, assuming DLC west is 36-48 scenarios long by the time it ends won't it suffer from the same issues as DLC east? Hordes of Tiger IIs and Me262s deffending the Ruhr against swarms of allied cannon Fodder?
If Afrika and GC West had been fully interchangeable with GCEast then yes, I would agree it would be hard to make major improvements because it would be unrealistic to expect Karensky to volunteer his time to go back and rebalance DLC East to make use of the new changes. But you chose not to make them interchangeable. Therefore I don't see why Afrika/West was not an opportunity to tie off development of the original PzC and instead release the western branch as it's own quasi stand alone product. Not a totally new game. Not PzCorps 2.0. But building upon the exisisting product to explore changes that would improve additional content from that point on without having to worry about backwards compatibility.
deducter wrote:I'm not inclined to agree that this is a good idea. Allowing the player to mod the saved core file is a more reasonable request.
I really don't see how you can make the AI remotely challenging if you allow a 40+ core unit without resorting to the 150+ AI units of GCEast. To make the USAF competitive, for instance, you'd probably have to add 10 P-47 a scenario in 1943 alone, and even then they would be swatted out of the skies with ease given the 4-star FW 190A that you would easily be able to bring to bear. During Normandy, I think you'll see every player facing the exact opposite of the historical air war: instead of complete Allied air superiority, it'd be a 10 Fw 190s shooting down every single Allied plane with impunity.
As I commented on in the Core losses thread if you make the penalty for core unit loss bareable for the average player by considering lost units as simply fatigued/in need of maintenance/out of equipment as opposed to being physically dead then it would be practical to make Mainstein like strength enhancements the norm. Because AIs tend to do better with vertical strength increases (stonger units) than horizontal ones (more units) you can give the AI fewer, tougher units - instead of 10x12str P-47s give the AI 6x20 str P-47s and it will do a better job at grinding your FWs down. If the penalty for death is a bareable -1 star experience and you lose a FW every scenario or two because the AI gangs up on it, gradually your airforce will decline as it did historically without excessively impacting player enjoyment of being on the defensive in the last couple of years.