Questions...Questions...Questions....
Posted: Fri Apr 03, 2020 11:31 am
To come back to an old topic of mine. (yes i have too much time due to coronavirus lockdowns)
That said, the way the current system works is this: Every battle has 2 options, victory or defeat. In order to achieve the "victory" campaign path, 3 criteria have to be met. 1: A "major" victory at Moscow, A "major" victory at Stalingrad, and a prestige cost. Note that the "major" victories here include taking additional objectives within the boundaries of the turn limit, it's not a turn limit in itself.
It seems to me that the following happened from PzC1 to PzC2: Removal of minor/major victories for all missions, then re-implementation of minor/major victory system for the creation of 1 campaign path branch (losing/winning) and an additional victory objective (prestige).
My questions are the following:
In which way is the creation of a minor/major victory system based on the capturing of additional hexes within the same time limit better than the previous system based on turns?
In which way is the introduction of a minimum number of prestige thats required for victory/defeat better than a minor/major victory system based on turns. Especially given that the prestige cost is hidden?
I'm at Stalingrad, with 10 prestige less than the required amount. Or i missed 1 of the extra objectives in that mission. So i'm forced to take the losing path (although this is hidden information when it comes to prestige). How is that system better than a system where you miss out on the victory campaign path because you were 1 turn too slow?
Isn't the introduction of a prestige limit also "extremely artificial"? Why is finishing Stalingrad with 5000 extra prestige worthy of victory and 4990 isn't? Doesn't that motivate players to "linger and harvest prestige"?
Wouldn't this system make people refuse to settle for the losing campaign branch, replaying (now) several missions in order to meet the victory criteria?
Aren't we punished more under this system for failing to take 1 objective and never having the opportunity to see a victory ever again, unlike the previous games which gave you multiple opportunities to come out victorious?
Would it be better to be more transparent about the "victory" path conditions from the start of the campaign, like the old major/minor victory system which always showed the criteria needed for success?
Please let me know what you, players/developers/publishers/designers etc think!
Regards,
Night Phoenix
I've been meaning to ask a few questions relating to the design choice to remove major/minor victories and the current campaign system. And before anybody starts flaming me. I do not necessarily disagree with the current campaign system of determining the "victory" and "defeat" path. I'm simply curious why one system was exchanged for another. I would also be very grateful for any time people are willing to spend on this, since i'm just a customer of your product and there is in no degree an obligation to answer and this wastes time and money.AlbertoC wrote: ↑Mon Oct 22, 2018 3:24 pm Major and minor victories
Although major and minor victories have been a signature feature of the series, we felt that this mechanic had a number of problems. In many cases the abrupt transition from major to minor felt extremely artificial. Players wondered why finishing on turn 10 is a major victory with all its inherent bonuses, but finishing on turn 11 is already a minor victory, and finishing on turn 9 did not give any additional bonus. The latter also motivated the players to linger in the scenario and “harvest” more prestige and experience before the major victory limit.
On the other hand, we found that many players refused to settle for a minor victory and had to replay a scenario several times in order to achieve a major. And this detracted a lot from the fun of the game.
To fix all this, we introduce a new approach in Panzer Corps 2. The faster you achieve successes on the battlefield (be it capturing flags, killing enemy units or forcing them to surrender), the more prestige you will earn for these achievements. And the final reward when finishing the mission will be based on the number of remaining turns. This will give you enough incentive to finish the mission as fast and as decisively as possible, but at the same time, you will not be punished too severely when you miss that major victory by a single turn because of the stupid random generator.
That said, the way the current system works is this: Every battle has 2 options, victory or defeat. In order to achieve the "victory" campaign path, 3 criteria have to be met. 1: A "major" victory at Moscow, A "major" victory at Stalingrad, and a prestige cost. Note that the "major" victories here include taking additional objectives within the boundaries of the turn limit, it's not a turn limit in itself.
It seems to me that the following happened from PzC1 to PzC2: Removal of minor/major victories for all missions, then re-implementation of minor/major victory system for the creation of 1 campaign path branch (losing/winning) and an additional victory objective (prestige).
My questions are the following:
In which way is the creation of a minor/major victory system based on the capturing of additional hexes within the same time limit better than the previous system based on turns?
In which way is the introduction of a minimum number of prestige thats required for victory/defeat better than a minor/major victory system based on turns. Especially given that the prestige cost is hidden?
I'm at Stalingrad, with 10 prestige less than the required amount. Or i missed 1 of the extra objectives in that mission. So i'm forced to take the losing path (although this is hidden information when it comes to prestige). How is that system better than a system where you miss out on the victory campaign path because you were 1 turn too slow?
Isn't the introduction of a prestige limit also "extremely artificial"? Why is finishing Stalingrad with 5000 extra prestige worthy of victory and 4990 isn't? Doesn't that motivate players to "linger and harvest prestige"?
Wouldn't this system make people refuse to settle for the losing campaign branch, replaying (now) several missions in order to meet the victory criteria?
Aren't we punished more under this system for failing to take 1 objective and never having the opportunity to see a victory ever again, unlike the previous games which gave you multiple opportunities to come out victorious?
Would it be better to be more transparent about the "victory" path conditions from the start of the campaign, like the old major/minor victory system which always showed the criteria needed for success?
Please let me know what you, players/developers/publishers/designers etc think!
Regards,
Night Phoenix