Key differences
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Key differences
So what are the key differences between Panzer General and Panzer Corps? Besides the obvious graphics and UI change. I enjoyed every aspect of PG and that is partly why it STILL has a thriving community. I think changing those mechanics will greatly affect your target audience.
As far as gameplay is concerned, most concepts found in Panzer General will be present in Panzer Corps as well. But the formulas behinds these concepts will be different. We have spent a lot of time researching suggestions made by PG fans over the years, and we hope that these changes will make the game even more varied, challenging and balanced.
As for other features, PG fans always wanted to have better AI, good online multiplayer, full-blown scenario editor and possibility to tweak/mod all aspects of the game at will. Panzer Corps will provide all this.
As for other features, PG fans always wanted to have better AI, good online multiplayer, full-blown scenario editor and possibility to tweak/mod all aspects of the game at will. Panzer Corps will provide all this.
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Hurrah!Rudankort wrote:As far as gameplay is concerned, most concepts found in Panzer General will be present in Panzer Corps as well. But the formulas behinds these concepts will be different. We have spent a lot of time researching suggestions made by PG fans over the years, and we hope that these changes will make the game even more varied, challenging and balanced.
As for other features, PG fans always wanted to have better AI, good online multiplayer, full-blown scenario editor and possibility to tweak/mod all aspects of the game at will. Panzer Corps will provide all this.
Yeahhhh....
You mean, we'll have everything!Rudankort wrote:the game even more varied, challenging and balanced.
As for other features, PG fans always wanted to have better AI, good online multiplayer, full-blown scenario editor and possibility to tweak/mod all aspects of the game at will. Panzer Corps will provide all this.

Can we get any specifics on the math/combat system? What it was/what it will be?
Example: the new game will have all attacks/battles declared before resolving unlike the original where the defender gets to fire at their current strength against each type they are defending against. Instead, if a defender at str 8 defends against 4 different types then only does so at str 2 for each roll....
Thanks!
Gib
Example: the new game will have all attacks/battles declared before resolving unlike the original where the defender gets to fire at their current strength against each type they are defending against. Instead, if a defender at str 8 defends against 4 different types then only does so at str 2 for each roll....
Thanks!
Gib
Sorry I missed these questions when they were posted. There is not much to tell though, I would prefer not to go into too much details about math/formulas at this point, because a lot of things may still change before the release. After the game is released we will not hide anything from you. 
However, I can say that the action system in PzC will be very simple: each unit has only one move and one attack. There are two reasons for that. On one hand, action points system complicates the game quite a bit. I think, it works well when you have a few units under your command, but if there are, say, 50 units you need to move, you no longer want this level of micromanagement. On the other hand, the more actions you have, the more you can do before your opponent can react. In a turn-based game it is important to give each side the opportunity to react to opponent's actions in a timely manner. We can think about it like this: in PzC units have several move and attack actions each, but the enemy can make some of his own moves between these actions.

However, I can say that the action system in PzC will be very simple: each unit has only one move and one attack. There are two reasons for that. On one hand, action points system complicates the game quite a bit. I think, it works well when you have a few units under your command, but if there are, say, 50 units you need to move, you no longer want this level of micromanagement. On the other hand, the more actions you have, the more you can do before your opponent can react. In a turn-based game it is important to give each side the opportunity to react to opponent's actions in a timely manner. We can think about it like this: in PzC units have several move and attack actions each, but the enemy can make some of his own moves between these actions.
