Teamwork in Panzer Corps 2
Posted: Tue May 07, 2019 6:31 pm
Multi-Player in PC2 is PvP (Player vs Player). It should be PvPs
A part of a corps is the esprits de corps, the togetherness and sense of spirit. This is lost when playing solo against an AI (Artificial Intelligence) or against a single human opponent. Also, these battles are trivial because they have no real upshot, unless in an ongoing tournament, for example.
Slitherine and Flashback ought to develop a system whereby a corps of players can compete together against another corps while on the same campaign. This would lend itself very well to eSports too.
The supply system would be one way this could be accomplished during the course of a campaign. If each team had three human players, for example, the team could decide on allocating more supply to the player leading the forces on the centre of the campaign map, in order to better ensure a commanding position in the middle of the conflict. This would come at the expense of the two team mates on the flanks, who would need to make do with fewer resources.
The style of play could be influenced in this way too. For example, the right flank may decide to dig in and try to avoid losses, whereas the team mates in the centre and on the left might decide to move rapidly in an encircling movement, pivoting around the player holding ground on the right. The right flank might use resources to minimize losses whilst taking the brunt of the attack, whereas the lighter troops on the left might aim to cut off supply at the opposing team's rear. Captured supply could be distributed "in battle" or during the next phase of the campaign.
Implementing this wouldn't be too difficult. The maps could be larger and then fought by sector, as determined by the movements and successes of the troops.
It would be far more enjoyable to take part in an assault knowing that the results would be crucial in bringing needed supply lines to an encircled friend, for example.
A part of a corps is the esprits de corps, the togetherness and sense of spirit. This is lost when playing solo against an AI (Artificial Intelligence) or against a single human opponent. Also, these battles are trivial because they have no real upshot, unless in an ongoing tournament, for example.
Slitherine and Flashback ought to develop a system whereby a corps of players can compete together against another corps while on the same campaign. This would lend itself very well to eSports too.
The supply system would be one way this could be accomplished during the course of a campaign. If each team had three human players, for example, the team could decide on allocating more supply to the player leading the forces on the centre of the campaign map, in order to better ensure a commanding position in the middle of the conflict. This would come at the expense of the two team mates on the flanks, who would need to make do with fewer resources.
The style of play could be influenced in this way too. For example, the right flank may decide to dig in and try to avoid losses, whereas the team mates in the centre and on the left might decide to move rapidly in an encircling movement, pivoting around the player holding ground on the right. The right flank might use resources to minimize losses whilst taking the brunt of the attack, whereas the lighter troops on the left might aim to cut off supply at the opposing team's rear. Captured supply could be distributed "in battle" or during the next phase of the campaign.
Implementing this wouldn't be too difficult. The maps could be larger and then fought by sector, as determined by the movements and successes of the troops.
It would be far more enjoyable to take part in an assault knowing that the results would be crucial in bringing needed supply lines to an encircled friend, for example.