Re: Gameplay changes in 1.20
Posted: Fri May 10, 2013 11:05 pm
Will this be applied to the older games as an update?
Yes, of course.Mountaineer wrote:Will this be applied to the older games as an update?
Not really, probably just a coincidence. The new mechanic with 2x defense bonus from entrenchment against ranged attacks should have a similar effect to hard cap on suppression from beta 1. I've just made a quick test - tried to suppress a unit with 5 strength but 30 entrenchment, and I was able to suppress it fully. Took a few attacks to do it though.Kamerer wrote:It appears max unsuppressed strength is now Entrenchment -1? (beta 2) I noticed that now at Medinine.
Thanks. I try to read every thread, but I can easily miss something. I'll check out what happens there. Most likely, when loaded from mid-scenario, the game just loads replay as an ordinary saved game. This is clearly a bug - either the game should load replays correctly, or Replays tab must be disabled when loaded mid-scenario. Not sure which is best.Tarrak wrote:Not sure if you are watching every thread here Rudankort so i just link it here again. A problem with replays mentioned here.
If you think that any of the changes listed in the first topic actually make the game more complex for casual players, let me know. Looking at the list now, I don't a see single change which makes the game more complex than it already is - all new mechanics work completely transparently to the player. But as his skill improves, he can start using them to his advantage. That's the general formula behind Panzer Corps - "easy to play, hard to master".Zhivago wrote:Call me old fashioned, but I think a lot of the suggestions on changing the game mechanics are unnecessary, and only benefit a select "elite" core of Panzer Corps gamers. People who are ultra-geeked up about the game, and its mechanics, and designing scenarios might be interested in the enhancements, but I fear that game play will ultimately suffer and become more bland for the average player. I would like to hear some data on who the average PzC corps player is, and what makes the game interesting to them. For every self-professed student of PzC on this board, or in beta testing, I wonder how many other casual players are there out there that are interested all of these changes. Panzer Corps became a hit and led to the expansion into Allied Corps we are testing now based on the game mechanics as they have been. Tinker too much with it, and I think Panzer Corps will become a game that is too difficult and ponderous for the majority of casual players who are not beta testers, developers, or frequent posters on these boards. Knowing when to leave well enough alone is a very important skill in life. I encourage the devs not to forget this with Allied Corps.
To be honest, I'm more concerned that this change will harm the AI.Longasc wrote: "Reinforcements come suppressed" however changed gameplay quite a lot. IMO it has the chance to break DLC scenarios polished and optimized under the old rules.
A unit that just barely escaped with 1-2 strength cannot reinforce to 10 and be fully operational during the enemies next attack. This is what the mechanic prevents. Good thing, bad thing - a matter of taste, it just changes gameplay quite a lot. Also when thinking about defenders reinforcing after being shelled by artillery. This almost cries to rotate them away and a new unit in.
Now let's take a look at THE HAGUE, DLC 40. I am afraid paratroopers suffer the most under the new rules. After cheating myself to this point in the campaign and just playing with the German Fallschirmjägers I must say: It works, but it gets definitely more difficult and dangerous. For when a unit is really damaged and repaired, it's highly suppressed and the AI will immediately exploit that and attack.
I hope someone saved a Stalingrad scenario to test this, during Allied Corps testing MARKET GARDEN will probably the best scenario to test the effects of these new mechanics.
I'm not a casual player. I played Panzer General for years, and I've been playing Panzer Corps for the last two years. I own every Panzer Corps scenario that has been released. As such, you'll need to wait to hear from the masses after the game is released on D-Day. All of the new "tweaks" that have been added have made the game more difficult. I can roll with this, as I play on FM anyway. I think all of the complaints about artillery, OS, and what not, were BS anyway. I liked the system the way it was. I think if changes were to be incorporated in those areas, it could have been made optional, just like the weather, or fog of war, etc. You presumably want our feedback, so I am giving it to you.Rudankort wrote:If you think that any of the changes listed in the first topic actually make the game more complex for casual players, let me know. Looking at the list now, I don't a see single change which makes the game more complex than it already is - all new mechanics work completely transparently to the player. But as his skill improves, he can start using them to his advantage. That's the general formula behind Panzer Corps - "easy to play, hard to master".Zhivago wrote:Call me old fashioned, but I think a lot of the suggestions on changing the game mechanics are unnecessary, and only benefit a select "elite" core of Panzer Corps gamers. People who are ultra-geeked up about the game, and its mechanics, and designing scenarios might be interested in the enhancements, but I fear that game play will ultimately suffer and become more bland for the average player. I would like to hear some data on who the average PzC corps player is, and what makes the game interesting to them. For every self-professed student of PzC on this board, or in beta testing, I wonder how many other casual players are there out there that are interested all of these changes. Panzer Corps became a hit and led to the expansion into Allied Corps we are testing now based on the game mechanics as they have been. Tinker too much with it, and I think Panzer Corps will become a game that is too difficult and ponderous for the majority of casual players who are not beta testers, developers, or frequent posters on these boards. Knowing when to leave well enough alone is a very important skill in life. I encourage the devs not to forget this with Allied Corps.
Of course. Thanks for feedback. As I understand, you want the game to work the old way. Your vote is counted.Zhivago wrote:I'm not a casual player. I played Panzer General for years, and I've been playing Panzer Corps for the last two years. I own every Panzer Corps scenario that has been released. As such, you'll need to wait to hear from the masses after the game is released on D-Day. All of the new "tweaks" that have been added have made the game more difficult. I can roll with this, as I play on FM anyway. I think all of the complaints about artillery, OS, and what not, were BS anyway. I liked the system the way it was. I think if changes were to be incorporated in those areas, it could have been made optional, just like the weather, or fog of war, etc. You presumably want our feedback, so I am giving it to you.
In the current system, rule changes always apply for all difficulties. I'm not so sure that's the best way to do things, but rather, certain rules should only take effect on certain difficulties.Zhivago wrote: I'm not a casual player. I played Panzer General for years, and I've been playing Panzer Corps for the last two years. I own every Panzer Corps scenario that has been released. As such, you'll need to wait to hear from the masses after the game is released on D-Day. All of the new "tweaks" that have been added have made the game more difficult. I can roll with this, as I play on FM anyway. I think all of the complaints about artillery, OS, and what not, were BS anyway. I liked the system the way it was. I think if changes were to be incorporated in those areas, it could have been made optional, just like the weather, or fog of war, etc. You presumably want our feedback, so I am giving it to you.
I have no objections to this approach in general, but I have a question: which of the changes discussed in this topic you suggest to reserve for higher difficulties?deducter wrote: In the current system, rule changes always apply for all difficulties. I'm not so sure that's the best way to do things, but rather, certain rules should only take effect on certain difficulties.
The problem with this approach is, we would need to test campaign on every difficulty separately, because these difficulty-specific triggers could have bugs in them, and so these bugs can only be detected when playing on this given difficulty. I think that more options which can be applied to any scenario or campaign would be much more helpful.deducter wrote: Difficulty levels could definitely be more varied, with a lot of additional factors. For instance, in the scenario editor, there can be options for whether an event triggers based on difficulty. There might be more enemy units that only arrive at higher difficulties. Or, placement of enemies could be randomized, but only at higher difficulties. Or all those extra bonus units with heroes introduced in the new GC update might be disabled on the bonus difficulties (Rommel, Guderian, Manstein). If the issue is that there aren't enough difficulty levels, just create a few more difficulties between General and FM and add some extra nuance.