ORIGINAL: The Plodder
Actually it probably wouldn't be too difficult(just time consuming) to have a branching campaign ala SP Mega-campaigns,if you could save the type of victory had (minor,major) you could have a spreadsheet that could have set conditions and show the player what scenario to use depending on the results of the last one.You could also factor in replacements etc.
OK, I bite.
Your idea is a very neat one. I thought of it before [:)](and many others as well maybe).
What I had in mind were along your lines : a global map with linked maps. Forces go and fight from one map to another. Like some board games : for example Path of Glory.
I had the idea of a small application where the player would enter its results (victory/draw/defeat), a specific achievment (number of kills, points, objective, etc.) and a choice (reinforcements, air drops, etc.). It means 5 possible new scenarios out of one result.
The application, based on the player input would choose the proper scenario and map in it database and copy to a specific location. The player would always find one campaign scenario. It is easier.
Now, let say you begin to design a 10 days campaign : 2 days scenarios, 5 linked maps. You need five maps.
First round is one scenario. Second is 5. Third is 25 (5x5). Fourth is 125. And fifth is 625 (5^(round-1)). You can think of reusing some scenarios and most of them will be on the same base but it's still a lot.
Reducing the number of results lead to less player decision and exponentially less scenarios to design : 2 (win or else) is 16, 3 (win/lose/choice) is already 81.
I don't know how a SP mega-campaign is designed, but this scheme surely need a lot of time. It is doable with COTA as it is now and might be a lot of fun to play against the AI.
If someone feels ready to go into such an adventure, I might be tempted to help.
My 2 cents,
JeF.


