People's General, Space General etc
Posted: Sun Sep 11, 2011 8:47 am
Since calls for making Panzer Corps sequels like these are fairly common, I started this thread in order to discuss them and their flaws - in order for the Slitherine dev team to become aware with these flaws as early as possible to not repeat them in any possible remakes.
People's General: overall a very decent member of the "... General" series. However, there's one major issue that I believe the SSI devs lost track of back then:
The PG series was about building up an elite force that you could take from scenario to scenario, almost like leveling up a rpg hero. The realism demands in a post-WWII war runs directly counter to this; when an enemy can single out any one of your units for destruction and there is nothing you can do to prevent that. The technology simply makes attacking values too high, and the capabilities for focusing that fire are too strong. Not too strong for that period of history perhaps, but certainly for the kind of game the PG series started out as.
Please do not (re-)create a People's General game without either:
1) making sure the core play experience - building your elite corps - is supported by the units you field. In other words, make sure that experience and/or the best equipment allows you to escape "random destruction" which otherwise would be suggested by the capabilities of the enemy.
- or -
2) changing the title, so the game isn't associated with the Panzer Corps series, and therefore does not create expectations of the PG style of gameplay.
Space General:Put simply, do not attempt to (re)create this game. Not without exhibiting a thorough understanding of why it was a deeply flawed game, meaning that any remake really is a new take that only keeps the "panzer general in space" idea but not any of the deeply flawed unit statistics.
In short: the core rock-paper-scissors interaction of WWII-era units (panzers, infantry, artillery with airfore as a "joker") was completely absent from Space General. It was much more akin to the naval combat of Panzer General/Corps: which is to say, "more and bigger" is the only strategy you need. This makes for a very dull and boring game.
Please don't just make a "Space Corps" game that doesn't completely overhaul the unit composition; essentially creating a completely different "panzer general in space" game that only shares the name with the Space General game. Please also consider being much more ambitious when it comes to "space terrain", saying "space needs to be boringly empty for realism issues" is a completely unacceptable argument in this case.
Thank you
People's General: overall a very decent member of the "... General" series. However, there's one major issue that I believe the SSI devs lost track of back then:
The PG series was about building up an elite force that you could take from scenario to scenario, almost like leveling up a rpg hero. The realism demands in a post-WWII war runs directly counter to this; when an enemy can single out any one of your units for destruction and there is nothing you can do to prevent that. The technology simply makes attacking values too high, and the capabilities for focusing that fire are too strong. Not too strong for that period of history perhaps, but certainly for the kind of game the PG series started out as.
Please do not (re-)create a People's General game without either:
1) making sure the core play experience - building your elite corps - is supported by the units you field. In other words, make sure that experience and/or the best equipment allows you to escape "random destruction" which otherwise would be suggested by the capabilities of the enemy.
- or -
2) changing the title, so the game isn't associated with the Panzer Corps series, and therefore does not create expectations of the PG style of gameplay.
Space General:Put simply, do not attempt to (re)create this game. Not without exhibiting a thorough understanding of why it was a deeply flawed game, meaning that any remake really is a new take that only keeps the "panzer general in space" idea but not any of the deeply flawed unit statistics.
In short: the core rock-paper-scissors interaction of WWII-era units (panzers, infantry, artillery with airfore as a "joker") was completely absent from Space General. It was much more akin to the naval combat of Panzer General/Corps: which is to say, "more and bigger" is the only strategy you need. This makes for a very dull and boring game.
Please don't just make a "Space Corps" game that doesn't completely overhaul the unit composition; essentially creating a completely different "panzer general in space" game that only shares the name with the Space General game. Please also consider being much more ambitious when it comes to "space terrain", saying "space needs to be boringly empty for realism issues" is a completely unacceptable argument in this case.
Thank you