(07-30-2014, 09:10 AM)Steiner14 Wrote: (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.
What I said was that static operations in CMx1 had a number of flaws (the snowballing effect, more rigid force structure and so no) and were lacking a lot of things that are possible today with CMx2.
They also have some stuff that are hard/impossible to emulate in CMx2, terrain damage, exact unit placement and so on, but the things that are lacking are imo much less than the options that have been added in CMx2.
Instead of attacking me, please point out where I am wrong. I might well have made a mistake or expressed myself a little vague, but if you show me where then I can clarify myself.
Quote: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.
Strawmans? I am just telling you over and over that most things you are looking for is already possble to do, maybe not trivial, but entirely possible. With some minor tweaks to CMx2 campaigns one can make even more powerful campaigns, but I do not think that is a big priority as designers are not using the entire existing toolbox yet so it won't have much effect if they fill it with a few more tools.
CMx2 is not offering everyting you want, but with the added flexibility in CMx2 campaigns you can get something very close to what you are asking for if you can live with a few quirks like random terrain damage instead of actual damage and fudged setup zones instead of the linear zones with padlocked units in no-mans land you had in CMx1.
Again, can you point out where I am wrong so that I can learn something and/or correct myself? I do not believe that all my points in the last post were incorrect and can be discarded with a blanket statement, just pick two or three things that are wrong and we can discuss those.
That CMx2 campaigns are fairly similar to each other (it is basically correct, but there has been quite a few user made campaigns for CMBN that has broken new ground in design) does not imply that they HAVE to be similar to each other, you can read the manual and/or try som stuff for yourself to get a feel for what is possible.
/Conny