Experimenting

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Kerensky
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Re: Experimenting

Post by Kerensky »

elven wrote: Tue Jun 23, 2020 6:37 am I think 20 is reasonable so that you could take some damage and use it for a scenario or two still. I like the idea that you could have the ability to meet an extra objective later to gain more. i.e. overrun an airfield and capture a stockpile of parts and equipment to use to repair and keep your captured equipment flying.
Yea I concur.
I'm setting it to 25, and then a later chance to earn more before the SCW is complete.

We'll see how that goes.

I-16 having similar stats to HE112, but being 1 slot less... I could see people fielding one I16 in their air force to min/max their slot usage.
BaronVonWalrus
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Re: Experimenting

Post by BaronVonWalrus »

Kerensky wrote: Tue Jun 23, 2020 7:35 am
elven wrote: Tue Jun 23, 2020 6:37 am I think 20 is reasonable so that you could take some damage and use it for a scenario or two still. I like the idea that you could have the ability to meet an extra objective later to gain more. i.e. overrun an airfield and capture a stockpile of parts and equipment to use to repair and keep your captured equipment flying.
Yea I concur.
I'm setting it to 25, and then a later chance to earn more before the SCW is complete.

We'll see how that goes.

I-16 having similar stats to HE112, but being 1 slot less... I could see people fielding one I16 in their air force to min/max their slot usage.
Allow me to quote "Firefox"....."think in Russian".

I know it's probably next to impossible to code, but XP gained from crews using enemy gear perhaps shouldn't be 100% transferable back to "native" equipment? You could end up with your one specialist team of personnel who are skilled at using captured gear that way......

Just a thought.
Kerensky
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Re: Experimenting

Post by Kerensky »

If anyone has opinions on this topic after getting their hands on the Spanish Civil War DLC, we would love to hear them.

How does it feel to get bulk injections of captured equipment wholesale?
Did you field an I-16 fighter unit after getting some parts for it, even though it's impossible to capture more I-16 parts via unit capture?
How does the gifted amounts feel? The goal was to let players make 1 unit of any OS level and have a comfortable supply of spares that should last at least a few scenarios. But if someone isn't capturing more units, or trying to field multiple units from a stock of (35), you're probably going to run out faster than you can replenish parts.

Should future DLC more frequently provide more secret caches like those in Seville and Antequera?
Do you prefer singular caches with large stock, or many scattered caches of like (5) each?
monkspider
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Re: Experimenting

Post by monkspider »

As I mentioned previously, it feels a little bad to only have a limited stockpile of a unit you really like, such as my beloved Trubia. I started to run out of I-16s near the end of the campaign and had switch to an BF 109 but got some more on the last misision. I think more than we are currently getting would be appropriate, but we get two "injections", right? Maybe increase each injection by ten for the aircraft? Since you can at least get more Trubias if you are willing to work for it, I-16s, not so much.
Schneides42
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Re: Experimenting

Post by Schneides42 »

While I think the number of I-16s is good for SCW as these should be special units and not the majority of your force.
adiekmann
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Re: Experimenting

Post by adiekmann »

I only have played the campaign once, and actually still have the final Madrid battle to do, so it is a bit early to say for sure. My first impression though is that it's probably okay the way it is. I just have to admit that I am not very good at capturing equipment, especially when you don't have the right heroes to facilitate it like I did during my first play through. I feel that if there is too much captured (quality) equipment, then it stops feeling special. Uniqueness is what makes things like this cool. You'd like to have it more than once, but flood it and...well, you know what they say about too much of a good thing.

At early stages of PC1 '42/43 West, I thought it was cool to be given captured Soviet and French units because it was different or unique and to some degree made sense. I don't think, however, that you should be able to field (easily at least) more than one unit of a particular captured piece of equipment. To have your entire artillery corps in SCW full of 122 mm and 152 mm guns once again takes away from what makes getting stuff like that special. I feel it should at least somewhat resemble history too. To capture many T-34 tanks early in Barbarossa makes sense, because the Germans really did. But to capture tons of stuff that wasn't even produced, never mind captured, in such quantities makes little sense. Plus, I don't want the game turned into "Capture General."

I opted for the Bf109 and did not use the Soviet fighter at all, but I only had two fighters to begin with. (I sold one of the three right at the beginning and opted for more AA instead).

Moving forward, I actually (in PC1 too) got much more excited receiving a special hero (e.g. Adolf Galland) over any enemy piece of equipment. I also like when the AI has such special heroes too for flavor.

To sum up, I think the right balance is where you should be able to capture/acquire enough of that unit to field it for most of the time that it is still viable (unless you take ridiculous number of casualties), but not enough to build fleets of them.
Kerensky
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Re: Experimenting

Post by Kerensky »

adiekmann wrote: Mon Jul 13, 2020 5:33 am To sum up, I think the right balance is where you should be able to capture/acquire enough of that unit to field it for most of the time that it is still viable (unless you take ridiculous number of casualties), but not enough to build fleets of them.
That is mostly how we arrived at the (35) number.
Base game proved that (20) is too low, especially for prototypes that are impossible to replenish by any degree of player agency.
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