It may be better for a separate thread for discussion, but I'll just start here and see what other people think and how you devs feel.
Rudankort wrote:We'll think how to make this scen feeling more right. On one hand the soviets were disorganized and unprepared in thiws battle, on the other hand, they did lose quite some tanks in this battle, so reducing it all to "alot of weak infantry with a few weak, ineffective tanks" will not be right either. Perhaps it would be a good idea to split units into smaller ones, so that they are easy prey for concentrated attack and still numerous enough. Also, probably the soviets should get less prestige (or none at all) on the first few turns, and only then start getting more of it. Any other ideas are welcome.
You know what I would do? I would change the fundamental mechanics of the scenario. Barbarossa was a phenomenal success because it was a surprise attack. The Germans weren't fighting poorly trained infantry and obsolete aircraft, they were fighting sleeping poorly trained units and grounded obsolete aircraft.
Taken from wikipedia, but I can cite other sources if necessary.
Luftwaffe reconnaissance units worked frantically to plot troop concentration, supply dumps, and airfields, and mark them for destruction. The Luftwaffe's task was to neutralize the Soviet Air Force. This was not achieved in the first days of operations, despite the Soviets having concentrated aircraft in huge groups on the permanent airfields rather than dispersing them on field landing strips, making them ideal targets. The Luftwaffe claimed to have destroyed 1,489 aircraft on the first day of operations.[75] Hermann Göring — Chief of the Luftwaffe — distrusted the reports and ordered the figure checked. Picking through the wreckages of Soviet airfields, the Luftwaffe's figures proved conservative, as over 2,000 destroyed Soviet aircraft were found.[75] The Luftwaffe lost 35 aircraft on the first day of combat. The Germans claimed to have destroyed only 3,100 Soviet aircraft in the first three days. In fact Soviet losses were far higher: some 3,922 Soviet machines had been lost (according to Russian Historian Viktor Kulikov).[76] The Luftwaffe had achieved air superiority over all three sectors of the front, and would maintain it until the close of the year.[77] The Luftwaffe could now devote large numbers of its Geschwader (see Luftwaffe Organization) to support the ground forces.
Just straight reading that text, it says 2,000 aircraft littered the airfields, with a total of 3,100 destroyed. That means, 2/3 of all Soviet aircraft were destroyed on the ground where they were completely helpless in the opening days of Barbarossa. Or 1/2 if you take the numbers by the Russian historian.
Right now, I can already see PzC is suffering from the same problems as previous Panzer General titles. Once you struggle through the first initial scenarios, all the following scenarios become the exact same thing. Steamroll your elite units over all opposition in your path. Your main adversaries become weather, supply, and time. Adding to this problem, the AI for every nation is identical, further compounding the problem of every offensive scenario is a carbon copy of the last one.
One infantry unit sits on the VH. Two artillery guns, two anti-tank guns, and two air defense units surround the single infantry unit. All non-VH city hexes are either empty, or contain a single infantry unit. The only armor and air force the player encounters are the ones the map designer manually added to the map.
In France, they were 25mm SA 34 ATG, 155mm C mle 1917 artillery, and 25mm CA mle 39 AD units.
In Russia, they are 45mm M1937 ATG, 155mm M1938 artillery, and 85mm M1939 AD units.
I could show you a screenshot, but is it really necessary?
Even if the AI becomes more advanced, and random elements are added to the map, it's still the same thing. Repeat one offensive steamroll after another. Randomize out some ATG and AD and RNG in a few tanks, assault guns, and fighters.
What would I do with Panzer Corp campaign?
Well for example, I would flood Barbarossa with Russian units, just like it was historically. The German air force would be outnumbered, but the Russian player would also be paralyzed for X amount of turns. What does that mean? It means he can't move his air forces off of his airfields, and if they are attacked by air units, they do not defend themselves. Same with ground units, they all move at 1/2 speed and fight at 1/2 strength and receive 2x casualties. For the sake of balance, the amount of experience and prestige gained by the German player during the few turns of 'paralysis' would have to be lowered.
The objective of Barbarossa? Destroy as many Russian units as possible before the paralysis wears off, in addition to capturing Minsk and perhaps a few other VHes. If all the German player does is rush straight to the VH and take them. They win a marginal victory. Even if they turn on cheats and take all the VH in the first turn, I'd still give them a marginal victory. A full decisive victory requires capture of all the VH before turn Y, but also destruction of Z% of all Russian units. Now the game becomes a careful balancing act, full of risk and reward. Does the player have the skill and resources to split his forces just enough to inflict the maximum amount of casualties while the Russian is 'paralyzed', but still manage to take the VHes in a decisive amount of time? If he spends too much energy hunting down Russians everywhere, he won't capture the VHes in time. If he rushes straight for the VHes and ignored paralyzed units, there will be hell to pay when all those Russian units 'wake up'
If you give me the right tools, a little support (and maybe a little $), hell I'll make these scenarios and campaigns for you guys. I'd be happy to do it. I'd be happy to do it IN ADDITION to a standard Panzer General-esque campaign of 'grab your elite core and steamroll your way to victory'.
One of the key items to remember is to balance PVE and PVP separately. Barbarossa in this style is almost purely a PVE game, player VS AI. In head to head play, it would be near impossible and quite impractical to try to balance a scenario with custom 'temporary' rules. So you design a scenario to specifically exist as part of a campaign, and you design other scenarios with the express intend of balanced player VS player interaction. This means sacrificing historical accuracy for game balance in the PVP scenarios, but maintaining historical accuracy at the cost of game balance in a PVE scenario.