Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Persistent forces in dynamic campaign

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Armored Brigade >> Suggestions >> Persistent forces in dynamic campaign Page: [1]
Login
Message << Older Topic   Newer Topic >>
Persistent forces in dynamic campaign - 9/22/2020 5:57:01 AM   
skeletonboi

 

Posts: 5
Joined: 9/22/2020
Status: offline
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.
Post #: 1
RE: Persistent forces in dynamic campaign - 9/23/2020 10:46:21 PM   
Issue8


Posts: 129
Joined: 12/15/2013
Status: offline
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.

(in reply to skeletonboi)
Post #: 2
RE: Persistent forces in dynamic campaign - 9/23/2020 11:38:06 PM   
Perturabo


Posts: 2614
Joined: 11/17/2007
Status: offline
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.

_____________________________

People shouldn't ask themselves why schools get shoot up.
They should ask themselves why people who finish schools burned out due to mobbing aren't receiving high enough compensations to not seek vengeance.

(in reply to Issue8)
Post #: 3
RE: Persistent forces in dynamic campaign - 5/14/2021 3:36:13 AM   
Raptor341

 

Posts: 66
Joined: 6/17/2018
Status: offline

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.

(in reply to skeletonboi)
Post #: 4
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Armored Brigade >> Suggestions >> Persistent forces in dynamic campaign Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.625