(07-30-2014, 07:21 AM)Cogust Wrote: (07-30-2014, 06:12 AM)Steiner14 Wrote: But I think there is the possibility for a beautiful solution for campaign designers, IF they want to re-balance campaign - to avoid early frustration for one side: by making reinforcements and/or weather conditions dependent how well a player is doing.
That is entirely possible right now in CMx2, it is not even hard to do, there are even campaigns that scales the difficulty in later missions after how good the player is perceived to be.
First you bring up an argument, why a static campaign was not good, then I mention a possible solution, and then you say yourself, that solution was already present in CMx2.
Excellent.
Quote:That's also possible right now in CMx2, both weather, reinforcements, replacements and supply can be altered depending on how successful the player is.
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Quote:Triggers for reinforcements exists both in CMx1 operations and CMx2 campaigns, i can't see what you're aiming for here.
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Quote:The first scenario in the German CM:BN campaign is implemented exactly this way. You get a scouting force in the middle of the night to find enemy locations/units, the next scenario you conduct the actual assault and the enemy units are where you know them to be.
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Quote:No, it is not realistic at all to be 100% sure that all the units you fought yesterday are still in front of you today.
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Quote:I would say that CMx2 offers almost everyting that operations in CMx1 did and due to the increased flexibility it opens up a vast amount of different possible campaigns.
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Quote:But those tools are already there, you can actually give the player a choice of giving back that Tiger company or not and alter the victory conditions depending on the choice made by the player.
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Quote:It is not possible to build bridges during a CMx1 operation, though it is possible to blow them up with lots of HE, what are you referring to here?
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Quote:Reinforcements in CMx1 operations alway enter between battles and are either tied to a specific time, a specific part of the map (not possible for static operations) or handled as reserves that are released based on friendly casualty levels. Units are never withdrawn.
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Quote:Reinforcements in CMx2 can enter during a battle
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Quote:CMx2 inorporates almost everyting that CMx1 contains regardin reinforcements and ands much much more.
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Quote:I think that you are focusing too much on that the units have to be exactly where you left them, when in reality there would be a pause of at least a few hours between fights where both sides would be redeploying and resupplying in real life.
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Quote: CMx2 already gives you the ability to fight a focused campaign with good narrative while giving lots of weight to earlier battles that CMx1 imo never came near.
Wow.
I don't remember I have ever seen so many strawmans. Not a single answer to one of my descriptions.
I understand: CMx2 is already offering everything I miss (according to the above "explanation"). Amazing.
Strangely CMx2 campaigns are all the same (even the brilliant "Kampfgruppe Engel"-campaign cannot escape it!): A story and a core force glueing independent scenarios together while previous important tactical developments are not reflected in the next scenario.