I love The Order Of Battle series and one ting i would love to see inte future is a kind Of dynamic campaign where the performance in the last scenario will give you the settings for the next, maybe you finished all objectives in fewer turns and that makes The enemy have less time for defensive positions in The next scenario or If you fail a scenario you'll get to get in to defensive mode instead Of offensive and try to get back the initiative.
I think this would add much reality and replayability, like an Iron Man mode where you dont save but meet the consequenses Of your action.
Another good thing would be If you could sometimes have a strategic choice in what to do, like should we go for a capture Of Shanghai first or Singapore, you know what I mean.
I think this could make an awesome game be even better, whats your opinion?
dynamic campaign
Order of Battle is a series of operational WW2 games starting with the Pacific War and then on to Europe!
Moderators: Order of Battle Moderators, The Artistocrats
Re: dynamic campaign
I agree with that. Now, we do have the consequences of completed secondary objectives in the game already, affecting subsequent scenarios, and I applaud that. Further steps taken towards a branching, dynamic campaign and the integration of several individual campaigns where it makes sense would make everything even better. Lots of extra work for the developers, but I'm hopeful
Some day, perhaps, let's be patient.
Re: dynamic campaign
The game engine already supports branching campaigns, so any scenario designers can already take advantage of that.
We went for a linear campaign for the official content because of the effort involved in building each scenario, so we wanted every player to experience each scenario in a longer campaign, rather than a subset of scenarios in a shorter one. Instead, we made it so that performance in early scenarios gave bonuses or penalties in later scenarios. You'll notice that the bonuses for secondary objectives often have an effect further down the campaign.
We went for a linear campaign for the official content because of the effort involved in building each scenario, so we wanted every player to experience each scenario in a longer campaign, rather than a subset of scenarios in a shorter one. Instead, we made it so that performance in early scenarios gave bonuses or penalties in later scenarios. You'll notice that the bonuses for secondary objectives often have an effect further down the campaign.
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