Kerensky wrote: ↑Fri Jul 17, 2020 9:42 pm
What are your thoughts on this special enemy unit from the Spanish Civil War?
Is it interesting to see an enemy unit that is extra special in many ways? (OS, heroes, connection with characters, potential to appear more than once)
This first Nemesis was an experiment in many ways, so your thoughts on the concepts are greatly appreciated.
In future, spending a very long time on certain fronts opens up big potential for more Nemesis level enemies. I think there are more than a few historical Soviet figures who deserve this level of treatment to give them the extra special recognition they deserve.
For players who struggled against him, how do you feel about being able to 'chase him off' by throwing an airstrike at him, instead of the unit just attacking suicidally until destroyed as traditional 'attacker' AI units behave?
For those that did knock him out, do you think such a Nemesis unit should have more than 1 total 'life' in future campaigns? Or do you think putting him down once should be all it takes to remove it from all potential future appearances?
I think a nemesis should maybe come back to fight another day if you destroy him too early. You should still get a reward, though. After a certain point in the campaign however, his death should be final.
Speaking about death, this dlc is really putting me under a lot strain. The increase in difficulty from the main campaign is quite substantial and I find that several gameplay additions / decisions and units really make this a bit of a slog, sometimes.
- inferior, flimsy equipment
- being outnumbered, mostly
- AI allies being the backbone of your force and behaving sometimes counterproductively
- AI allies tapping your supply pool for useless reinforcements after attacks on tanks in the open after I told them to defend and hold
- zero per turn prestige
- really a lot of things and objectives going on for each map, feels overcrowded and the player may lose focus
At times, I this reminded me of my experience playing OoB: Burma Road, especially the Operation Longcloth mission. While I did see a lot of original thoughts there (and you cannot ignore the Chindits in that campaign), a lot of gameplay elements did not work out in practice or required knowledge on the level of a designer or hardcore tester, not a player. Altogether, this turned it into a clunky experience I was happy to get behind me. Never replayed. And while I dont want to be mean and have no experience in designing games (and appreciate you taking so much time to discuss things with us here), this DLC feels off for me. Please do experiment with new gameplay elements, but dont add too many. Panzercorps 2 worked (for me at least) around the following facts: Player has fewer units, but superior stats and exp and total control about positioning to exploit game rules, rewards are upgrades. SCW changes too many variables in that equation and has too often turned into a frustrating grind (especially early Madrid, those are just too many superior enemy units. Getting almost annihilated is no fun, even though it may have historically correct).