Molve wrote: ↑Thu Nov 22, 2018 7:53 am
I still haven't managed to explain myself.
I am not trying to get you to change your opinion. I am trying to make you see that your opinion isn't the one that the development of PC2 needs.
Change recon, not because you think it needs to change, but because you realize the customer base doesn't like the current implementation.
You've made yourself abundantly clear, and I have heard you. However, I would like to point out that it is too easy and tempting (but not necessarily right) to call everyone who does not share your opinion "marginals". People playing Multiplayer? Marginals! People who play with historical cores? Marginals! People who want realism in the game? Marginals! People who split their core into "elite" and "expendable" parts? Damn expert elitist marginals!
The truth is, neither me nor you have exact data on the preferences of our customer base. The only thing which we do have and which resembles proper statistics is this:
https://steamcommunity.com/stats/268400/achievements/
Yes, it is not perfect and it is skewed by the fact that Panzer Corps did not release on Steam on day one. However, as time goes by and more and more new people discover Panzer Corps, it is getting more and more representative. And it is very interesting indeed to look at this page and think about the implications of the numbers.
Out of all people who own the game, 11.7% got the "Polished off the Polish" achievement, which means they bought and finished the very first DLC of the Grand Campaign. 11% got "Elite Recon" achievement, which means they brought a recon unit to five stars in their campaigns. It's pretty clear that the latter group, which is smaller than the first one by a whopping 0.7%, consists of odd marginals who had zero fun with the game for strange reasons which only they can understand.
Another example. 0.3% of all our players played the whole Grand Campaign to the end and were awarded "The Grandest Campaigner" achievement. We can safely assume that they played it in a casual "beer and pretzel" manner and had a lot of fun with it. Another 0.3% of people finished at least one campaign on Manstein difficulty and obtained "Strategic Genius" achievement. There is no doubt that these elitist masochist marginals can be safely ignored. After all, they did not purchase the whole Grand Campaign, so who cares about them?
Jokes aside, from my experience as a game designer, I have learnt that it is very dangerous to oversimplify these matters. Player community is extremely varied and heterogeneous, and things which they enjoy can be totally opposite. By far the largest part of our customer base is silent and never speaks out on any public forums, and their interests can only be deduced indirectly, by things like the statistics above. The strength of PG design was not in its RPG element, or any other separate element for that matter. It's real strength was that it could appeal to many different tastes of different people at the same time. It was both simple and complex, both casual and competitive, both entertaining and educational, both historical and fantastic, both a military simulation and an abstract chess-like intellectual exercise. It managed to balance all these elements well, and it was also a bridge between different tastes and interests. For example, people who wanted "just another strategy" could learn something about the history of ww2, and people who wanted to play casual could suddenly discover the beauty of more serious wargaming.
Molve wrote: ↑Thu Nov 22, 2018 7:53 am
I believe PC1 is a failed design (re: recon), not because it can't be made to work, but because the average player can't make it work. It doesn't fit the overall model of the game; keeping recon alive is not impossible, but it's not easy
enough.
I believe it should not merely be "touched up" or "refined". I believe development is best served by scrapping the PC1 model and coming up with something that the player find easier to use.
I believe that you are also vastly oversimplifying the problem of recons, when in reality it is very complex and interconnected with other game mechanics.
Look at german recons for example. Early recons have GD of 6. This is very much inline with GD of tanks of the period, including Panzer I, II, 38(t), early III and IV. The problem with keeping recons alive does not exist in 39-40. If people do not use a lot of recon in this period, this must be because they don't bring in enough value. Recon move and +1 spotting, compared to tanks, is apparently not enough to compensate lack of firepower, especially when your fighters have already gained air superiority and can easily scout victory hexes ahead.
In late game, we have a whole bunch of interconnected problems.
On one hand, spotting heroes appear on everything. This might not have been a good design decision in the first place.
On the other hand, high-end tanks become so dominant, scenario designers need to give the AI a lot of such tanks as well, which makes ALL less protected armored units (not just recons) less viable, which dalfrede has pointed out above. I would argue that it is the problem of high-end tanks in general which needs to be fixed, and the changes in game formulas which I explained above are trying to do it, among other things.
On yet another hand

recons are not getting enough bonuses from experience. It's not a problem per se to bring them to 5-star level. The above statistics proves it. The hardest class by far to bring to 5 stars is AA (which is very understandable), while recons are very similar to AT and even fighters in this regard. But if we look at exp table, we will see that recons only get 0.5 soft/hard attack, and 1/0.5 ground/air defense per star. Compare this to tanks which get 0.5 to initiative, 1 to both attack ratings (!) and same 0.5/1 to defense. So, an already not so useful class gains much less from elite status than others. But, just as an example, what would happen if recons gained +1 to spotting and +1 to movement with each star? And maybe also +2 to defense at each level? It could become a pretty amazing unit in late war (perhaps too amazing), and then bringing it to 5 stars might make more sense.
What I'm trying to say is, throwing everything into a dust bin and starting from scratch is not necessarily a good approach to game design. Especially when you are creating a sequel to a very long and beloved game series. The devil is in detail, and it might be more productive to identify real problems and fix them by precise tweaks. At the same time, a completely new system would have its own set of completely new problems. For example, the idea of recon by point and click might be perceived as very dumbed down in general and not providing enough RPG element which you so strongly support.
Molve wrote: ↑Thu Nov 22, 2018 7:53 am
This has nothing to do with realism. It is about fun. Too many customers don't find recon fun, so it's time for a change.
If only it were so easy.

As a player, I actually do share your view that Panzer Corps is a game, and as such, its main focus must be on enjoyment and entertainment. But there is a very large, very vocal and very passionate group of people for whom realism is paramount. If I announced in the next dev diary that games must be about fun and I don't care about realism any more, the outcry would be deafening.
Vulnerability of recon class could be fixed very easily by making all recon units soft targets. The only thing which prevents me from doing it is, I cannot find a good enough justification for this from realism point of view.