cbelva wrote: Tue Mar 28, 2023 12:45 am
frequently in the Red Storm scenarios you could recover most if not all of your forces. this was unrealistic. In Southern Storm you have a limited supply of replacements for lost units in the preceding scenario. Units are replaced and repaired between scenarios based on the amount of time available. This is an automated process
The key in Southern Storm is managing your forces during the scenarios. If you mismanage your forces, you may slowly watch your formations dwindle in size and effectiveness.
I completely agree with this course of action, but I think it could improve immersion and player agency if you allow the player some level of decision making on intra-campaign actions. It might be something like "We ended the prior scenario 2 hours early, do we use that time to rest and conduct priorities of work, or do we use it to move to the next AO early giving the player slightly more setup-area, or do we conduct more in-depth recon, or prep obstacles, or try and link up better with adjacent units which might give some nominal recon/fire support benefit, etc. The decisions don't have to have substantial benefit for the player, but the ability to make the decision really ups the immersion and potential replay value for me (and I'm sure many others).
Imagine:
Because the player decided to force-march their brigade through the night to arrive at the AO early, they have a couple hexes more deployment area at a cost of a significant reduction in the readiness of their troops. Exhausted Joes don't pull security as well as rested Joes, and as such your Scouts don't do nearly as good of a job of identifying the contacts they spot off in the distance.
However, if they waited and gave their troops time for cat naps, there's a percent chance that they get caught by Pact interdicting arty/air on the road and suffer some (minor but not insignificant) casualties. Those units that arrive unscathed have a higher level of readiness but don't have as much deployment area to start off in.
For the player, this type of risk/reward decision making is extremely engaging (it's already everywhere in the game, and one of my favorite elements!) and leads to fantastic emergent gameplay situations. The results don't even have to be material! They could just be flavor text but it would still add immersion and engagement.
It could be togglable on the difficulty screen so players who don't want it don't have to have that potentially more gamey element.
I don't know how achievable this would be, I know you guys are a tiny team and it's stunning how much you've done already. I'm certainly no game-developer, but I think that sort of deeper level decision making would add a great deal of depth to the campaigns and improve a great game even more.
