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Do you own this game? Write a review and let others know how you like it.
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View Poll Results: How would you rate the performance (ie speed of load and posting) compard to previously with the old
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Much better than before.
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51.11% |
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Somewhat better than before.
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20.00% |
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Same as before.
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28.89% |
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March 18th, 2006, 04:59 AM
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Colonel
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Join Date: Mar 2005
Posts: 1,668
Thanks: 0
Thanked 5 Times in 5 Posts
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Re: Campaign questionnaire
Gentlemen,
lets start to propose new questions for the follow-up (supplementary) campaign questionnaire.
My first quick thoughts include questions like the following:
1. What is your favoured type of unit (tank, inf, artillery etc...)
2. What is the optimum level of AI artillery control (may/average/few mortars/off map arty/ heavy/ light etc...)
3. Road network in relation with map terrain (dense paved on rough,...etc)
4.Type of missions (all the possible combinations, "break the envelopment"...etc)
5. Los fields (big, low,...)
6. Behaviour of AI (rather static, mobile, multi-directional attack)
7. Reinforcement location (border of map, designated with text, close to the VP hexes, close to the front-lines...etc)
8. Ammo level of AI Artillery units
9. Diaspora of VP objectives
10. Preferred transportation units (Aux/Fixed units, support points, none, etc...)
11 Optimum number of AI Fortifications (type per mission, location, type of fortification...etc...)
12. Optimum number of earthworks, minefields, obstacles (per type mission, locations... etc)
to be continued....
So gentlemen you may start to propose additional questions...
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March 18th, 2006, 06:14 PM
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Corporal
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Join Date: Jun 2005
Posts: 134
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Campaign questionnaire
Personally, I find the "backstory" of the campaign important to my enjoyment of it. A good backstory draws me in and makes me want to fight it out, to find out what happens at the next stage.
A blaise campaign story, on the other hand, just doesn't keep my interest ...
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March 19th, 2006, 03:11 PM
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Colonel
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Join Date: Mar 2005
Posts: 1,668
Thanks: 0
Thanked 5 Times in 5 Posts
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Re: Campaign questionnaire
Quote:
Pepper said:
Personally, I find the "backstory" of the campaign important to my enjoyment of it.
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Combine this backstory with a multipath option and you will have a great campaign.
Btw, I am sure that all designers will make very useful conclusions from this questionnaire.
Thanks all of you for your participation!  (so far)
cheers,
Pyros
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March 19th, 2006, 11:15 PM
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Major
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Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
Thanks: 21
Thanked 39 Times in 25 Posts
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Re: Campaign questionnaire
Quote:
Pyros said:
Btw, I am sure that all designers will make very useful conclusions from this questionnaire.
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Yes, we will! 
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March 20th, 2006, 05:55 AM
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Sergeant
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Join Date: Nov 2005
Posts: 303
Thanks: 0
Thanked 2 Times in 2 Posts
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Re: Campaign questionnaire
I totally agree with Pepper. The storyline keeps campaigns alive. Add some difficulty and you have a real thriller, trying to keep your beloved core alive and take those v-hexes.
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May 17th, 2006, 06:58 PM
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Sergeant
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Join Date: Jul 2005
Posts: 205
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Campaign questionnaire
Yep, I agree about backstory. Backstory can be tied with difficalty level and choise of path in multipath campain.
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May 20th, 2006, 12:50 AM
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Lieutenant Colonel
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Join Date: Jun 2005
Posts: 1,437
Thanks: 104
Thanked 668 Times in 450 Posts
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Re: Campaign questionnaire
I'd like to see more rational scenario lengths, take into account that 30-60 minutes (10 to 20 turns) is fairly short in the context of fighting.
For example in real life at Normandy:
0630: (Turn 0; US forces land on Utah Beach)
0945: (Turn 60; Utah Beach Cleared of all Enemy Forces)
1330: (Turn 140; Troops on Utah link up with units of 101st ABN, about 3 miles/4.8 km/96 hexes inland)
So please don't ask us to clear a defended beach and then advance 1 mile (1.6) km against opposition in merely 32 turns (96 minutes, or 1 hr, 30~ minutes) to make the scenario harder on us.
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