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PCO Victory Conditions

Posted: Sat Sep 04, 2010 6:45 pm
by thewood1
Can someone in the know talk a little about victory conditions. Are they standard fair with flags only, or are there more creative types, like touch, destroy, or unit-based?

RE: PCO Victory Conditions

Posted: Sat Sep 04, 2010 6:54 pm
by Mad Russian
ORIGINAL: thewood1

Can someone in the know talk a little about victory conditions. Are they standard fair with flags only, or are there more creative types, like touch, destroy, or unit-based?

Standard fare at the moment.

Good Hunting.

MR

RE: PCO Victory Conditions

Posted: Sat Sep 04, 2010 6:54 pm
by junk2drive
Subject to change at release but here is the current manual
10 Victory

Objective flags can now be in a neutral or contested state. You need 20% more points than your enemy in the 100m control zone to gain ownership of the flag. If a flag is contested, neither side receives the points. Contested state objective flags may be set in the scenario editor. They will not be generated by RBG or RCG.
At the beginning of a Multiplayer game, each side will see the flags as their own. This will not change until after one full turn and the game can recalculate the disposition of the flags.
In an effort to prevent games ending with 75% vs 74% minor win/loss, to win you now need to get to 75% and be 10% ahead of your opponent. If one side gets to 90% of the points total for their pool and is not 10% ahead then the game is a draw.
Numerical values have been added to the Victory screen. This will be shown as a percentage. This percentage takes into account damage to enemy, damage to self, objectives achieved and size of offboard assets both friendly and enemy. The two values can total more than 100%.
In a campaign, a draw is treated as a victory to allow you to advance to the next battle. Campaigns have a Skip button added, See 3.0

RE: PCO Victory Conditions

Posted: Sat Sep 04, 2010 6:56 pm
by junk2drive
The above covers flags but a designer can also set bonus points per turn for a defender starting at a certain turn. That gives the attacker incentive to win quickly and the defender incentive to delay.