Campaign mechanics (Full Version)

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Zipuli -> Campaign mechanics (4/7/2015 3:35:53 PM)

In campaign game, how does the player's success/delays affect the enemy in the upcoming scenarios? If I am quick and manage to keep my force somewhat intact, will the enemy be any different if compared to situation where I get whacked and use time to refit? The campaign briefings nor the manual don't shed any light on this...

I have finished the US campaign, in which I used quite a lot of time and points to refit my unit. On the other hand, now I am in the last Russian campaign mission, and I have used only a couple of hours to refit as the NATO defences are easily breached. I am "sensing" any difference...





Tazak -> RE: Campaign mechanics (4/7/2015 3:44:58 PM)

how does the player's success/delays affect the enemy in the upcoming scenarios - it doesn't is the short answer

The 2 key things that affect the campaign outcome are;

VP - you need to spend VP to replaced destroyed vehicles, however given the amount of VPs you accumulate during a campaign this has very little impact I have come across, it will take some fine tuning of scenarios to reduce the accumulated VPs but this then affects how the AI decides where to attack etc within each scenario

Time - the more time you spend repairing fallen equipment the less time you have to complete the campaign (I think any scenarios not completed count as a AI win, and suspect the AI gets full VPs thus affecting the final 'score'), again this relies on fine tuning of scenarios and having tight timings for each scenario and time allotted for the overall campaign.








CapnDarwin -> RE: Campaign mechanics (4/7/2015 4:30:53 PM)

Tazak has the high points. If too much time is spent resting and refitting between battles you can run out of time to fight the "war". We are planning to spice up Campaigns in 2.1. Many ideas are being tossed around to make the decisions more critical between fights.




Zipuli -> RE: Campaign mechanics (4/7/2015 5:02:57 PM)

Good to hear the campaign mechanism is getting some love in the future!

From what it seems to me at this moment, the unit kill counts (meaning kills made by certain units - not just the total) do not show for the whole campaign at any point, and units do not gain experience if they do well... correct? The campaign mode has potential, but with too little information given to player (briefings, AARs), it's not quite "there yet".

Just finished Russian campaign in 50 hours and decisive victory. Last mission was hairy - the rest were quite easy. The artillery balance in that mission (US has a lot more) made the advance very costly, even when US resistance was easily breached. I managed to lure the AI to commit most of its reserves to fight my feint attack, so the guards tank regiment was freed up to drive all the way to the final objectives along the Rhine. Good stuff! [8D]




Tazak -> RE: Campaign mechanics (4/7/2015 8:00:47 PM)

quote:

ORIGINAL: Zipuli

the unit kill counts (meaning kills made by certain units - not just the total) do not show for the whole campaign at any point, and units do not gain experience if they do well


Unit kill counts do show current (scenario) and lifetime (campaign) kill claims - see screenshot for a bad example :), don't think anything has changed but I've not checked recently

Units do gain experience for good performances, and conversely lose experience if they need to many replacements, I've had an elite unit drop to veteran status after replacing 1/2 or 3/4 of the sub-units

[image]local://upfiles/39554/1CA405FF9EC843B8813D0EB972B55322.jpg[/image]




Zipuli -> RE: Campaign mechanics (4/8/2015 1:59:20 PM)

Thanks for the info Tazak. There seems to be a bit more going on under the hood than it shows ;)




CapnDarwin -> RE: Campaign mechanics (4/8/2015 3:59:45 PM)

There's a lot of stuff under the hood. [:D]




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