Persistent forces in dynamic campaign (Full Version)

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skeletonboi -> Persistent forces in dynamic campaign (9/22/2020 5:57:01 AM)

I really love the campaign generator, though I find the battles tend to lose meaning as the losses you inflict don't really have any impact (afaik) on subsequent rounds. The AI always seems to have forces to match what you have on hand.

It would be nice to have a setting for a reinforcement limited for both the player and the AI. Letting that be a variable setting for the player vs the AI could allow set-ups for unusual campaign structures (eg, a player with a weak screening force but strong reserves against an AI with a strong front-loaded force, but with no reserves at all).

Other alternatives: allowing players / the AI to pre-purchase 'reserve units' that can only be called in for future battles / as reinforcements, but at a reduced cost.




Issue8 -> RE: Persistent forces in dynamic campaign (9/23/2020 10:46:21 PM)

Totally agree. I have been pushing for this type of change for a long time, so believe me, this is getting some attention.

Every game plays the same: In a defense the attacking AI always gets the same balance, and if attacking, the player always have the same point balance.

Points should carry over. There should be some randomness, but the player should see some benefit from heavily damaging the AI and then pulling back.

Or if the player wins a game with heavy losses, then the player should have some disadvantage in the next game.




Perturabo -> RE: Persistent forces in dynamic campaign (9/23/2020 11:38:06 PM)

I tried playing the campaign, like, two times and never tried again. It's pointless for me without some kind of force system that emulates reality.




Raptor341 -> RE: Persistent forces in dynamic campaign (5/14/2021 3:36:13 AM)


quote:

ORIGINAL: skeletonboi

I really love the campaign generator, though I find the battles tend to lose meaning as the losses you inflict don't really have any impact (afaik) on subsequent rounds. The AI always seems to have forces to match what you have on hand.

It would be nice to have a setting for a reinforcement limited for both the player and the AI. Letting that be a variable setting for the player vs the AI could allow set-ups for unusual campaign structures (eg, a player with a weak screening force but strong reserves against an AI with a strong front-loaded force, but with no reserves at all).

Other alternatives: allowing players / the AI to pre-purchase 'reserve units' that can only be called in for future battles / as reinforcements, but at a reduced cost.


I agree, persistent losses need to be tracked.




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