GenChaos33
Posts: 360
Joined: 9/28/2000 Status: offline
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Is there any way to make campaigns more of an unknown experience? Something along the lines of the following storyline. Campaign starts with the player having a limited/recon type force. So with a large/very large map(with 6-10 victory point locations all around the map), the players first orders are to recon/scout nearby VP locations and assess enemy strengths. Then after a set amount of turns, a radio call from/to HQ(popup window) will occur and a decision is made on a possible change of orders/objectives and possible reinforcement also can occur. Maybe HQ will say/agree to capture certain VPL and give reinforcements at map edge/original entry hexes. Maybe HQ will say to bypass the current/nearby VPLs and move on to next recon VPLs. Or maybe HQ will give a Hold/Defend Order if enemy seems large. Etc., etc,. Now on the AI computer player side, the variation is also occurring. Depending on the random setup at campaign start, its determined(unknown to human player) if the AI will fight a delaying type of campaign, or stay and fight all VPLs, or maybe only fight at a few VPLs. Or maybe an AI recapture VPL mission can occur. If a stay and fight occurs the AI gets reinforcement/placement zones of new forces. If a recapture mission, a larger AI reinforcement occurs to move/attack a human players VPL. This way the campaign is more of an experience. Decisions are made of enemy strengths levels and also of reinforcement levels needed to complete orders as they happen/change. Also, the campaign can play differently and very replayable. EDIT: My line of thinking comes from the old matrix game 'Carriers at War'. It had a random loading of the same scenario which had varied slight different parameters. If you checked the CAW editor, one scenario would have like 60 different variations.
< Message edited by GeneralChaos -- 3/8/2016 9:17:44 PM >
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