rezaf wrote:
The only way to get the "strategic facts" mode you're describing is to play out the turn EXACTLY as before, moving the units in the same order.
That's not my experience with the preserved seed. An unfavourable result with the ATs or Stukas didn't necessarily mean an equally bad one with a tank or the infantry – which, actually, added an interesting twist:
Like everyone else, I start a turn by softening up a target with suppressing fire and/or air attacks, then hit them hard. When I know there will be no softening-up at the start of the turn due to unfavourable results but I could at the very least hurt another less fortified unit with infantry, I might decide to break up the formation, hit the other target and weaken the original one when the tide turns. Or with no "luck" at all in the first moves and no other option available, I'd only use units at first that couldn't be hurt back or support troops as canon fodder.
It's really simple: A successful turn always addresses the factual game mechanics and has nothing to do with the way things might work elsewhere. I don't care at all about proper military tactics – this is not the reality and it's not a War College where professors evaluate a student's decision-making with regard to their real life consequences. It's a game. Nothing else. [And thankfully so, or I wouldn't have any fun at all playing a despicable, genocidal side]
Of course, the random seed is simply another kind of game mechanics. And in principle, I don't mind it at all .. if it wasn't for two facts: 1. It takes away the fun from replaying a turn (and this game is turn-based, not real-time) and 2. it makes scenarios too easy.
I've now played through the 39' DLC again with the random seed and even though I resisted the temptation to go back to change an unfortunate outcome, every scenario was easier than before. Sure, I took considerably more hits overall due to this artificially self-imposed limit and used up more prestige to counter that but, otoh, there is plenty prestige to spare after the first two scenarios and the advancement was ridiculously quick in every single one. A streak of imbalacing luck made sure that the last objective in Lillehammer, for example, was open after 8 turns (from 18, IIRC). Of course, I didn't go in so soon but rather created a kill zone for the incoming troops from the north and later from the south to bolster up my units' stats and add more engagements to improve the chances for more heroes.
Random seed + set enemy positions + set events + predictable AI behaviour = easy win.
Sure, the preserved seed meant that I had even more prestige to spare because the troops were rarely hurt hard at all but it slowed me down – which is the reason why I'd have preferred an added difficulty level with even less turns: that would have been the perfect counter point to a carefully laid out preserved-seed-strategy.
The counter-point in the rule set to a more forceful random-seed strategy should be a combination of far less prestige + a limited number of saves: The first one takes away the ability to pay up for the losses that are invariably higher with the random seed, the second one takes away the temptation to use the obvious and sound(!) strategy to not accept a streak of bad luck when you don't have to.
Basically, I don't have a problem per se with the random seed, just with the loss of difficulty and the lessened replayability that it creates under the current rule set.
DrkCon wrote:
Cheat modes are already available if you just want postive combat outcomes.
No, a preserved seed makes sure that you don't have only positive outcomes – a random seed gives you that opportunity .. if you wish to do so.
And that wouldn't even be a cheat because you simply use the existing rules to your full advantage! If you want to play the game as if it were an irreversibly advancing simulation of real events, that's fine, but then you decide to deliberately ignore the nature of the game to play it like you want it to be, not the way it is.
It is not cheating but sound strategy if you use the entirety of the rules, including the meta ones, to your advantage – and it's rather the task of the developers, not the gamers to make sure that the existing rules and settings can be applied without making the game, well any game, a cakewalk.