BiteNibbleChomp wrote:An offical campaign would need many parts of the engine re-written though, so I don't know how keen the developers would be about this.
At least, those rule changes would have to be evaluated.
I mean, much like Panzer Corps improves upon Panzer General, a Pacific Corps game would aspire to improve upon Pacific General; and it is far from a given that any single rule-change introduced by Pacific General really was a good idea. (We all know how much of a good idea Star General was, i.e. none at all). Some Pacific General rules are already part of subsequent games including PC!
Do you think Night Turns was a good idea, that is, did it significantly improve the game? More specifically, what features regarding Night Turns would you like to see in a Pacific Corps game?
- Twice the fuel consumption
- Half spotting range
- Maximum 2 firing range (with optics and radar to negate this for naval night combat)
- No tactical bombing during night
- No air combat during night (much like rain and sandstorm. Radar negates)
- Night landings on aircraft carrier very risky
- Night ground combat shares similarities with close terrain combat: Initiative negated and experience added to both ground defense and direct attacks (with optics and radar again to negate)
A rule much like Pacific General's Massed Attack special rule is already part of PC.
AA in PC already provide cover for adjacent units ("ADA Support").
Certain units in PC are already much better at taking strongpoints ("Bunker Killer")
No equivalent to the Banzai rule (giving weak Japanese infantry a chance to suicide itself much like Soviet conscripts attacking Tiger IIs

). Guide is a variant of Gebirgsjäger for tropical conditions. PC does not have a "ranger" trait to negate rugged defense, a "fearless" trait to never retreat, or a "guard" trait to make the enemy retreat AFAIK. I do believe a "kamikaze"-like trait is available for V2 rockets.
More interestingly, the important realization with a game set in the Pacific must be to focus on the air vs naval cat and mouse game. The naval combat of Panzer General/Corps might be primitive, but the solution isn't to try to improve it. Let battleship duels remain primitive slugfests, I say! (Unlike the doomed Star General, this aspect of the game should remain peripheral, after all)
Instead, the solution is to add a layer of managing fighter wings: do they land on carriers or provide CAP? What armaments do they carry? You would want to see carriers implemented in such a way that fighter units need to land in order to rearm or supply, and limit a carrier's capacity to launch and land units. Obviously fighters on deck should not partake in aerial combat, possibly leaving the carrier nearly defenseless. (This latter part is how a carrier normally works in Panzer Corps - it would be good if you could tell a fighter unit to go on CAP patrol, meaning that it protects the carrier much like a fighter protects a bomber in today's game, without having to micromanage its movement when you move the carrier)