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An unrecognized brilliant aspect of SC

Posted: Mon Jul 26, 2021 8:50 pm
by fgiannet
was the difference between historical and decisive victory conditions. I was able to play SC many different ways because I could advance in the game without having to take all the objectives (almost always wound up with historical results using historical forces during Operation Little Saturn as an example).

I would imagine most people would prefer to always attain decisive victories and would not care about this feature but I just realized how much this design adds to replayability. That design feature allows someone to play the same missions many different ways instead of always needing the best equipment, etc.

The people who are going to clear the map will still do their thing but now a new segment of player can strategize with different force configurations as well. Just something I realized and wanted to bring to the attention of Slitherine (something to consider for their future games).