A proposal to change the way 'Core' works in PzC

PC : Turn based WW2 goodness in the mold of Panzer General. This promises to be a true classic!

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BriteLite
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 80
Joined: Thu Jan 10, 2008 3:22 am

Post by BriteLite »

Borsook's Concept- I have always not liked the finite core rule. When Rudankort published the "cheats" for PGForever the first one I used was the adjustment for the numbe of core units. I also use it in PC single player. He said "...but it could be implemented as optional, without uprooting the current system, which could stay as default." Agree should be optional. My gut feeling is this might be the easiest to change the code and achieve the desired result.

Kerensky- paraphrasing; Good for experienced players,diversify core; Nightmare for new players. Totally correct. But I don't see enhanced core #'s being a big problem. Admittedly your knowledge of if we do x then y will happen is much greater than mine. If a player attempts to take advantage and buy cheap units to fill his hexes he will likely get his butt kicked and handed to him. Still your point is valid for multi player even if both sides agree to increased starting units. Some limitations must exist. I can see where you are coming from when someone states "But you promised!!!".

Dreadwing- Interesting idea that would immediately add depth and a bit of personality. As an old RPG guy I like the concept. Again relying on my could be wrong gut feeling I expect this would require more complex changes.And yeah I can relate to the PG issue you referred to.

Jaldean-"...I'd love to be able to choose a background for my general that has a tangible effect ...". Your statement adds logic to the proposal and that is a good thing.

Longasc-"I think both Borsook and Kerensky make valid points for both systems." That is where my thinking is also. "I also think CORE vs AUX and "slots" need some work in PC. There are many scenarios where you cannot buy more than one unit unless you start disbanding some far away units elsewhere." Yes Yes Yes. This was a big frustration in PG.

Very good ideas have been presented here each in it's own way could make Panzer Corps more interesting, challenging and enjoyable. Are these changes feasible? That is the question. The developers will have to answer that gauging the required resources vs the potential return. I would be ecstatic if all the ideas discussed in this thread could be implemented. But I think it is important for everyone to understand this isn't a simple snap your fingers and voila. I believe if the adjustments can be made without a high degree of difficulty or complexity we have good chance of implementation. If not PC is still a great game.
MartyWard
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 492
Joined: Mon Aug 15, 2011 3:46 pm

Post by MartyWard »

Would it be possible to put limits on unit types? Say 8 tank units, 12 infantry etc? That would sort of force you to have a variety if you wanted the maximum number of core units.
Kerensky
Content Designer
Content Designer
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Joined: Wed Jan 12, 2011 2:12 am

Post by Kerensky »

MartyWard wrote:Would it be possible to put limits on unit types? Say 8 tank units, 12 infantry etc? That would sort of force you to have a variety if you wanted the maximum number of core units.
Goes against the fundamental doctrine of the game. That is 'let the player play they way they want'.

Restricting and limiting unit types only leads to homogenization and redundancy while severely punishing creativity. A player should be able to buy whatever they want if they want (full core of absolutely nothing but King Tigers) but the game should be designed in such a way that such extremes are not rewarded with success as would a well balanced force of all units classes.
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