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Additional victory condition / mission type brainstorming thread

Posted: Sun Sep 22, 2019 3:12 pm
by exsonic01
It would be great to list all possible victory conditions or mission types.

Victory condition.
1) Enemy kill point = current AB option
2) Friendly casualty point = will be useful for "alamo" type mission or "under siege" type mission
3) VP capture ratio = will be useful for "high ground" type mission or "airborne" or "bridge too far" type mission
3) Time limit = will be useful for "under siege" type or "screening" type mission
4) Civilian casualty point
5) Reaching specific location across the map= will be useful for "breakthrough" type or "evacuation" type mission
6) Kill all specific unit type = will be useful for "assassination" type mission or "clearing all commandos/guerrillas" type mission
7) etc
Mixing 2 or 3 of those conditions will make the game much realistic, even for usual current AB style battle.

Mission type
conventional battle, screening, siege, evacuation, assassination, commando clear, etc...

Please recommend any other idea for mission type or victory condition. I will also add more later.

RE: Additional victory condition / mission type brainstorming thread

Posted: Fri Sep 27, 2019 1:51 am
by nikolas93TS
Now that we have addressed stacking, additional mission types is high in priorities.

Certain are easier to introduce than others. Some of them require scripted AI, which in turn requires advanced editor as well, so we will likely introduce those changes in phases. Optimally, with scripted AI we can ditch the limitation of deployment zones for certain scenarios, which can allow for realistic siege, evacuation and similar scenarios, as well reinforcements in-game. So those will arrive later.

I have proposed "delay" mission as first, as it doesn't require drastic changes to current VP system. The idea is to have objectives with delay, so once you defended one, you can fall back and cede ground without losing VP to the enemy. If that is possibly coupled with reinforcements (and rudimental UI addition to current mission editor) it would allow for very interesting scenarios and in theory would allow for "defensive" campaigns which I think are imperative for the future.

That should set the technical base for expanding further. Delay can work in reverse as well, allowing for mission such as reaching specific locations across the map (time limit and/or casualties would be a criteria for victory/defeat rather than victory points).

At the later stage we should introduce more advanced scripting editor and scripted AI, which in turn should allow for a wide variety of scenario types.