Losing the entire game due to missing by one or two turns is garbage.

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Horseman
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Re: Losing the entire game due to missing by one or two turns is garbage.

Post by Horseman » Thu Jun 18, 2020 7:27 am

Kerensky wrote:
Thu Jun 18, 2020 6:35 am
Horseman wrote:
Wed Jun 17, 2020 6:36 am
You're missing the point of a time limit which you have the option to turn off
New and improved designs are on the way.
viewtopic.php?f=464&t=99662
3. New scenario victory conditions beyond Victory Hex capturing.

One complaint about the traditions of Panzer General and Panzer Corps is the lack of mission variety. We've all seen maybe a bit too much of 'Capture all Victory Hexes' by now, we think.

While we’ll still make appropriate use of this mission type occasionally, players will also see a lot more objective variety moving forward. Missions types such as rescue, escort, interception, mine laying, and others have been spread out across the campaign.

And the way we've balanced this is by bringing back Degrees of Victory. Rather than have every mission be a binary 'win or lose', we've added more variety. Every scenario has a basic objective that you must complete to progress the campaign. This is the lowest degree of victory though, and is suitably easy to achieve.

However.

If you really want to see some very unique rewards and bonuses, you'll want to push yourself to accomplish the far more difficult and varied bonus objectives.

We've even implemented a new currency system to handle this interaction. As you complete bonus objectives, you’ll earn Commendation Points. At various points in the campaign, offers will be made to players who have earned enough Commendation Points... offers of fantastic bounties of captured equipment, special prototype units, and possibly even access to famous and legendary historical aces and officers of the war.
I'm looking forward to the new mission types - will help keep things fresh

superman81906
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Re: Losing the entire game due to missing by one or two turns is garbage.

Post by superman81906 » Thu Jun 18, 2020 7:58 am

Horseman wrote:
Wed Jun 17, 2020 6:36 am
superman81906 wrote:
Wed Jun 17, 2020 1:18 am
Horseman wrote:
Fri Jun 12, 2020 7:01 am


There the already a dynamic system in place, the earlier you finish the more prestige you earn.
You are missing the point and idea of the post.
You're missing the point of a time limit which you have the option to turn off
Read the idea of the post again, you are just not getting it and wasting my time and reply space.

Horseman
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Re: Losing the entire game due to missing by one or two turns is garbage.

Post by Horseman » Thu Jun 18, 2020 9:27 am

superman81906 wrote:
Thu Jun 18, 2020 7:58 am
Horseman wrote:
Wed Jun 17, 2020 6:36 am
superman81906 wrote:
Wed Jun 17, 2020 1:18 am


You are missing the point and idea of the post.
You're missing the point of a time limit which you have the option to turn off
Read the idea of the post again, you are just not getting it and wasting my time and reply space.
You want a dynamic effect to time limit - that already exists as you gain bonus prestige for finishing earlier. I'm getting your idea but you're not getting it already exists.

If the time limits are too tight and you don't enjoy them just turn them off. You will still have the dynamic effect as you can still gain more prestige by finishing earlier but your campaign won't be over if you miss the time limit "by one or two turns" You just won't earn any more prestige. You can always count the campaign as lost yourself if you go over by too much. Just because unlimited time is ticked doesn't mean you can't enforce your own personal time limit. Understand yet? the dynamic system you crave is already in effect and you have all the tools already within the game options to implement it.

superman81906
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Re: Losing the entire game due to missing by one or two turns is garbage.

Post by superman81906 » Fri Jun 19, 2020 2:54 am

Horseman wrote:
Thu Jun 18, 2020 9:27 am
superman81906 wrote:
Thu Jun 18, 2020 7:58 am
Horseman wrote:
Wed Jun 17, 2020 6:36 am


You're missing the point of a time limit which you have the option to turn off
Read the idea of the post again, you are just not getting it and wasting my time and reply space.
You want a dynamic effect to time limit - that already exists as you gain bonus prestige for finishing earlier. I'm getting your idea but you're not getting it already exists.

If the time limits are too tight and you don't enjoy them just turn them off. You will still have the dynamic effect as you can still gain more prestige by finishing earlier but your campaign won't be over if you miss the time limit "by one or two turns" You just won't earn any more prestige. You can always count the campaign as lost yourself if you go over by too much. Just because unlimited time is ticked doesn't mean you can't enforce your own personal time limit. Understand yet? the dynamic system you crave is already in effect and you have all the tools already within the game options to implement it.
I realize this. But as I like things done right, I am requesting a PENALTY for going over allowed turns, and on turn +3 or +4, you lose the game completely. If I could mod this myself I would. Why do you even care if there is an option for this? I am done talking to you about this, if you don't like it don't use it.

Horseman
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Re: Losing the entire game due to missing by one or two turns is garbage.

Post by Horseman » Fri Jun 19, 2020 6:37 am

superman81906 wrote:
Fri Jun 19, 2020 2:54 am
Horseman wrote:
Thu Jun 18, 2020 9:27 am
superman81906 wrote:
Thu Jun 18, 2020 7:58 am


Read the idea of the post again, you are just not getting it and wasting my time and reply space.
You want a dynamic effect to time limit - that already exists as you gain bonus prestige for finishing earlier. I'm getting your idea but you're not getting it already exists.

If the time limits are too tight and you don't enjoy them just turn them off. You will still have the dynamic effect as you can still gain more prestige by finishing earlier but your campaign won't be over if you miss the time limit "by one or two turns" You just won't earn any more prestige. You can always count the campaign as lost yourself if you go over by too much. Just because unlimited time is ticked doesn't mean you can't enforce your own personal time limit. Understand yet? the dynamic system you crave is already in effect and you have all the tools already within the game options to implement it.
I realize this. But as I like things done right, I am requesting a PENALTY for going over allowed turns, and on turn +3 or +4, you lose the game completely. If I could mod this myself I would. Why do you even care if there is an option for this? I am done talking to you about this, if you don't like it don't use it.
And then when you missed the new turn limit by 1 or 2 turns you'll be moaning that it's "garbage to lose the game" all over again.

Time limits are fairly generous as it is- if you dont like them turn them off. You can easily achieve the same result by using the cheat console to lower your prestige if you run over to simulate the penalty.

I care because I'd rather the devs spent their limited resources on improving the game and making new content not implementing a feature that is basically already in the game!

fluffybunnyuk
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Re: Losing the entire game due to missing by one or two turns is garbage.

Post by fluffybunnyuk » Fri Jun 19, 2020 7:16 pm

The time limits are sometimes a bit tight. I just finished bagration (generalissimus,100% randomness) 1 turn ahead of time by destroying every moving unit outside of a town. I found it quite a challenge to butcher my way through to capturing both smolensk and kiev rather than just retreat to guard the victory hexes and sit tight until turn 21 after getting the bonus buff at end of round 10.
I've no idea how others manage it so easy within the time limit, because i have to use 3 or 4 overruns per unit for several units every turn. My flammpanzers are almost every turn out of ammo, the panthers out of ammo half the turns. As for doing it without gerat/gustav (2 overruns, always out of ammo, guards tank killers), i dont see how its possible given how people claim the game is so easy.

Sometimes the time given is easier like the Baltic map, other times like Bagration i often think if only i had an extra turn or 2.

KesaAnna
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Re: Losing the entire game due to missing by one or two turns is garbage.

Post by KesaAnna » Sat Jun 20, 2020 3:44 am

fluffybunnyuk wrote:
Fri Jun 19, 2020 7:16 pm
I've no idea how others manage it so easy within the time limit,
In real life , when someone trots out the narrative , " I went to medical school on my Burger King paycheck " I assume some little details are being left out.

Same here.

And with that , a lot of the stress evaporates right then and there.
fluffybunnyuk wrote:
Fri Jun 19, 2020 7:16 pm
As for doing it without gerat/gustav
You don't get any super heavy artillery , any more than you get Afrika Korps pith helmets , if you go to North Afrika.

I don't know about Moscow - via - Barbarossa , but Moscow '43 - via - North Afrika , was a walk in the park compared to Gazalla and Baghdad , where you sure could have used some super - heavy artillery.

Certainly , in Operation Sea Lion - via - North Afrika , bombarding Dover into oblivion with super - heavy artillery is out of the question. You simply don't have it.

So , in all three cases , OKW gives me more time.

That's my story anyway. :mrgreen:

fluffybunnyuk
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Re: Losing the entire game due to missing by one or two turns is garbage.

Post by fluffybunnyuk » Sat Jun 20, 2020 1:03 pm

Well i looked at both the sealion maps(25 turns) and the bagration map(21 turns)... i dont see the comparison.Click to open.

Image

It takes 3 turns to move the units and engage the enemy in the north from bialystock the deployment zone...
That leaves 17 turns to destroy 120 odd units in the north while at the same time destroying the 80 odd units the south. I make that 200 units, at a rate of 12/turn

My bagration end map. As soon as i kill the rocket unit that turn the map ends with the victory screen. Fog of war removed for view.

I dont believe killing more units/turn say 15/turn to get done 1 or 2 turns earlier is possible without gerat/gustav. Or that even with with gerat/gustav its still very tight.
Gazalla it rings a bell. Oh yes thatd be the map i finished at least 8 turns early with a camouflaged overstrength double attack 88 that blew the enemy aircraft apart in 3 or 4 turns.
So if the games so simple, the challenge is clean the bagration map in less than 20 turns on generalissimus, 100% randomness... I think very few people, maybe like SineMora could do it.

Image

Horseman
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Re: Losing the entire game due to missing by one or two turns is garbage.

Post by Horseman » Sat Jun 20, 2020 1:52 pm

fluffybunnyuk wrote:
Sat Jun 20, 2020 1:03 pm
Well i looked at both the sealion maps(25 turns) and the bagration map(21 turns)... i dont see the comparison.Click to open.

Image

It takes 3 turns to move the units and engage the enemy in the north from bialystock the deployment zone...
That leaves 17 turns to destroy 120 odd units in the north while at the same time destroying the 80 odd units the south. I make that 200 units, at a rate of 12/turn

My bagration end map. As soon as i kill the rocket unit that turn the map ends with the victory screen. Fog of war removed for view.

I dont believe killing more units/turn say 15/turn to get done 1 or 2 turns earlier is possible without gerat/gustav. Or that even with with gerat/gustav its still very tight.
Gazalla it rings a bell. Oh yes thatd be the map i finished at least 8 turns early with a camouflaged overstrength double attack 88 that blew the enemy aircraft apart in 3 or 4 turns.
So if the games so simple, the challenge is clean the bagration map in less than 20 turns on generalissimus, 100% randomness... I think very few people, maybe like SineMora could do it.

Image
That's seems hard- what's the victory conditions for bagration?

fluffybunnyuk
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Re: Losing the entire game due to missing by one or two turns is garbage.

Post by fluffybunnyuk » Sat Jun 20, 2020 2:00 pm

Theres a bonus at round 10 of 12 extra slots permanently for holding the optional hexes forward.
Then you can just retreat starting at round 8 for 4 move units, 5 move units on round 9 and 6 move units on round 10.
You should just about hold the bonus objectives for the turn 10 to get the bonus. But have a 6 hex head start running back to the deployment zone.
If you setup a defensive perimeter of panther/flammpanzer backed by arty/anti tank you can just sit tight and press end move until turn 21 comes round and you win. Its boringly easy that way.

It doesnt seem much of a challenge because never more than 15 units reach your defensive line. The other 100 or so are spread out between Smolensk and your position.

BUT to finish early (ie before the time limit) you need to go on the offensive, and wipe all the moving units outside of any town, and thats much harder....

Guards Tanks are evil. 15 strong, they zoom 5 hexes then shoot from 2 hexes away. I saw one blow my 10 strength 4* panther G with no suppression, and 3 heroes away in 1 shot. So much for you should never lose any units...
On 0% randomness my Tiger 2 gets -2,-2 against them meaning i'd need 8 tiger tanks to finish one off. Nashorn gets -2,-4 meaning i could use 4 anti-tanks but take 6 damage.
On 100% randomness they do extreme damage. You really dont want to let them have an overrun... I use the railway gun to reduce them to 8 strength, take another 2 off with a strat bomber, then bring the gerat in to finish them off.
Its the only unit in the game that scares me so much i never try to capture it with the risk of losing units so high.

Horseman
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Re: Losing the entire game due to missing by one or two turns is garbage.

Post by Horseman » Sat Jun 20, 2020 2:35 pm

fluffybunnyuk wrote:
Sat Jun 20, 2020 2:00 pm
Theres a bonus at round 10 of 12 extra slots permanently for holding the optional hexes forward.
Then you can just retreat starting at round 8 for 4 move units, 5 move units on round 9 and 6 move units on round 10.
You should just about hold the bonus objectives for the turn 10 to get the bonus. But have a 6 hex head start running back to the deployment zone.
If you setup a defensive perimeter of panther/flammpanzer backed by arty/anti tank you can just sit tight and press end move until turn 21 comes round and you win. Its boringly easy that way.

It doesnt seem much of a challenge because never more than 15 units reach your defensive line. The other 100 or so are spread out between Smolensk and your position.

BUT to finish early (ie before the time limit) you need to go on the offensive, and wipe all the moving units outside of any town, and thats much harder....

Guards Tanks are evil. 15 strong, they zoom 5 hexes then shoot from 2 hexes away. I saw one blow my 10 strength 4* panther G with no suppression, and 3 heroes away in 1 shot. So much for you should never lose any units...
On 0% randomness my Tiger 2 gets -2,-2 against them meaning i'd need 8 tiger tanks to finish one off. Nashorn gets -2,-4 meaning i could use 4 anti-tanks but take 6 damage.
On 100% randomness they do extreme damage. You really dont want to let them have an overrun... I use the railway gun to reduce them to 8 strength, take another 2 off with a strat bomber, then bring the gustav in to finish them off.
Its the only unit in the game that scares me so much i never try to capture it with the risk of losing units so high.
Gustav is the railway gun - did you mean Karl?

As to timers - so bagration is really a defensive scenario? You just have to hold what you have to win? If that's the case you can't really use it as a "timers too tight" example as you'll win if the timer ticks down (so long as you hold of course)

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Re: Losing the entire game due to missing by one or two turns is garbage.

Post by fluffybunnyuk » Sat Jun 20, 2020 3:19 pm

Yeah the Karl Gerat. The reason i bring it in last is because it reports -2,-8 and i dont fancy taking that kind of hit. So i need to do some softening up first.

Thats true you can win by just sitting tight. But if the AI infantry had trucks, if the heavy armour actually moved forward en masse it'd make the ending much more epic as the hordes descend. It really just ends as a damp squib with 4 or 5 infantry units,2 or 3 tanks, and maybe just 1 guards tank if it got a move on, facing you.

Oddly the maps i struggle most with time limits are early ones like Norway North (artillery/mountaineer festival), Poland North oddly mostly because i'm using 3 panzer 1B, and 1 pioneer to save money.

I really enjoy the game alot, played maybe three hundred hours according to steam, and improved quite a bit. When i first started i couldnt even do Poland North easy difficulty in the time limit with 1 zero slot overstrength arty, and 1 overstrength zero slot pioneer among my units.
For someone new like myself its quite a learning curve from the basics, to then capturing tactics, understanding the maps, then how to save money and use cheap units for more slots, the fine art of the initative bonus, and the small details on things like ammo/fuel that stack up to make big differences.

I feel what makes it difficult is the tendancy to want to sit tight on a defensive position. I'm a defensive minded person quite conservative with tactics. Thats the sort of mindset that can struggle with the turn limits.
Having to go on the offensive is hard mentally to me. Which is why Poland North was such a struggle initially. But thankfully to the game makers, its helped me with my offensive thinking.

As for 0% randomness vs 100% randomness, 0% seems too safe, you can cruise around with 5 strength recon cars capturing units with just one strong unit to fire the shot or 1 weak unit to maximise the kill.
On 100% you can get some mad results like my grenadiers killing a 10 strength T-34/43 in open ground in 1 shot, or losing 5 strength from units because the AI with a 6% kill chance got lucky and hit it 50% of the time with 10 shots. It makes things infinitely riskier, and with the chip damage, the risk vs reward is much higher when capturing especially when you missfire doing 0 damage on the attempted capture.

I'm really looking forward to the DLC, but theres still alot for me to eke out of the main campaign. I want to do a no artillery, no air force run next with infantry/panzer general to see how many land units i can squeeze onto the big maps. Lots to do.

Horseman
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Re: Losing the entire game due to missing by one or two turns is garbage.

Post by Horseman » Sat Jun 20, 2020 3:46 pm

fluffybunnyuk wrote:
Sat Jun 20, 2020 3:19 pm
Yeah the Karl Gerat. The reason i bring it in last is because it reports -2,-8 and i dont fancy taking that kind of hit. So i need to do some softening up first.

Thats true you can win by just sitting tight. But if the AI infantry had trucks, if the heavy armour actually moved forward en masse it'd make the ending much more epic as the hordes descend. It really just ends as a damp squib with 4 or 5 infantry units,2 or 3 tanks, and maybe just 1 guards tank if it got a move on, facing you.

Oddly the maps i struggle most with time limits are early ones like Norway North (artillery/mountaineer festival), Poland North oddly mostly because i'm using 3 panzer 1B, and 1 pioneer to save money.

I really enjoy the game alot, played maybe three hundred hours according to steam, and improved quite a bit. When i first started i couldnt even do Poland North easy difficulty in the time limit with 1 zero slot overstrength arty, and 1 overstrength zero slot pioneer among my units.
For someone new like myself its quite a learning curve from the basics, to then capturing tactics, understanding the maps, then how to save money and use cheap units for more slots, the fine art of the initative bonus, and the small details on things like ammo/fuel that stack up to make big differences.

I feel what makes it difficult is the tendancy to want to sit tight on a defensive position. I'm a defensive minded person quite conservative with tactics. Thats the sort of mindset that can struggle with the turn limits.
Having to go on the offensive is hard mentally to me. Which is why Poland North was such a struggle initially. But thankfully to the game makers, its helped me with my offensive thinking.

As for 0% randomness vs 100% randomness, 0% seems too safe, you can cruise around with 5 strength recon cars capturing units with just one strong unit to fire the shot or 1 weak unit to maximise the kill.
On 100% you can get some mad results like my grenadiers killing a 10 strength T-34/43 in open ground in 1 shot, or losing 5 strength from units because the AI with a 6% kill chance got lucky and hit it 50% of the time with 10 shots. It makes things infinitely riskier, and with the chip damage, the risk vs reward is much higher when capturing especially when you missfire doing 0 damage on the attempted capture.

I'm really looking forward to the DLC, but theres still alot for me to eke out of the main campaign. I want to do a no artillery, no air force run next with infantry/panzer general to see how many land units i can squeeze onto the big maps. Lots to do.
I'd rank Norway north as one of the toughest to win In time

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Re: Losing the entire game due to missing by one or two turns is garbage.

Post by superman81906 » Thu Jul 30, 2020 6:31 pm

Horseman wrote:
Fri Jun 19, 2020 6:37 am
superman81906 wrote:
Fri Jun 19, 2020 2:54 am
Horseman wrote:
Thu Jun 18, 2020 9:27 am


You want a dynamic effect to time limit - that already exists as you gain bonus prestige for finishing earlier. I'm getting your idea but you're not getting it already exists.

If the time limits are too tight and you don't enjoy them just turn them off. You will still have the dynamic effect as you can still gain more prestige by finishing earlier but your campaign won't be over if you miss the time limit "by one or two turns" You just won't earn any more prestige. You can always count the campaign as lost yourself if you go over by too much. Just because unlimited time is ticked doesn't mean you can't enforce your own personal time limit. Understand yet? the dynamic system you crave is already in effect and you have all the tools already within the game options to implement it.
I realize this. But as I like things done right, I am requesting a PENALTY for going over allowed turns, and on turn +3 or +4, you lose the game completely. If I could mod this myself I would. Why do you even care if there is an option for this? I am done talking to you about this, if you don't like it don't use it.
And then when you missed the new turn limit by 1 or 2 turns you'll be moaning that it's "garbage to lose the game" all over again.

Time limits are fairly generous as it is- if you dont like them turn them off. You can easily achieve the same result by using the cheat console to lower your prestige if you run over to simulate the penalty.

I care because I'd rather the devs spent their limited resources on improving the game and making new content not implementing a feature that is basically already in the game!
You should change your name to Horsesass. Your ideas or opinions are no more important than mine, so get that crap out of your head. And don't tell me what I will be "moaning" about. Just because something is not important to you it is worthless? You must be an extreme liberal with that mentality. Sorry Horseass, everyone gets to have their ideas considered. Now if you don't like what I am requesting and don't want my ideas to be considered by the devs, then you can fk off. How bout them apples.

Horseman
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Re: Losing the entire game due to missing by one or two turns is garbage.

Post by Horseman » Fri Jul 31, 2020 9:28 am

How about posting a reply that doesn't resort to insults? Like you said everyone's points are valid. You had an idea and I've posted a reply stating why I think it's not very good, notably without insulting you directly.

Your idea doesn't have zero merit, but a solution already exists without need to change anything in game.

Now, if you want to talk about the new operations DLC where turning off the turn limits is not an option, that's a whole new ballgame. Is there an argument that some of the turn limits may be a bit tight? Possibly. Would your idea have more merit when viewed in regard to the DLC? Almost certainly. But only when looking at the basic win conditions (bonus objectives are supposed to be hard) And I can't say for certain whether the time limits are possibly too tight in some of these scenarios.

Finally- if you don't like someone posting a reply that doesn't agree with your idea, possibly posting it on a public forum isn't the right thing to do. Sadly as we're all individuals it would be extremely rare to find something that everyone agrees on and there will almost always be someone who disagrees.

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Re: Losing the entire game due to missing by one or two turns is garbage.

Post by VPaulus » Fri Jul 31, 2020 9:34 am

@superman81906
You can't use that type language nor this kind of aggressive behavior in this forum.
It's your first warning. The second will grant you a temporary ban.
The third one will be a permanent ban.
Now, it's up to you, but if you want to continue in this forum please change your behavior.

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Re: Losing the entire game due to missing by one or two turns is garbage.

Post by jeffoot77 » Fri Jul 31, 2020 9:46 am

I agree with Horseman.

The game offer all the options to play as the player want. For me, the best way to play is to try to get some bonus by finishing before the turns limit even if i don't activate the turn limit ( player can see the turn limit and the %bonus of prestige won in the objectives menu ) . No stress, no turn limit and bonus prestige when rush is possible.
my custom single player mini-campaign in order of battle : normandie-niemen:
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

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Re: Losing the entire game due to missing by one or two turns is garbage.

Post by BaronVonWalrus » Fri Jul 31, 2020 5:05 pm

fluffybunnyuk wrote:
Sat Jun 20, 2020 1:03 pm
Well i looked at both the sealion maps(25 turns) and the bagration map(21 turns)... i dont see the comparison.Click to open.

Image

It takes 3 turns to move the units and engage the enemy in the north from bialystock the deployment zone...
That leaves 17 turns to destroy 120 odd units in the north while at the same time destroying the 80 odd units the south. I make that 200 units, at a rate of 12/turn

My bagration end map. As soon as i kill the rocket unit that turn the map ends with the victory screen. Fog of war removed for view.

I dont believe killing more units/turn say 15/turn to get done 1 or 2 turns earlier is possible without gerat/gustav. Or that even with with gerat/gustav its still very tight.
Gazalla it rings a bell. Oh yes thatd be the map i finished at least 8 turns early with a camouflaged overstrength double attack 88 that blew the enemy aircraft apart in 3 or 4 turns.
So if the games so simple, the challenge is clean the bagration map in less than 20 turns on generalissimus, 100% randomness... I think very few people, maybe like SineMora could do it.

Image
Try it with No Heroes ;-)

superman81906
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Re: Losing the entire game due to missing by one or two turns is garbage.

Post by superman81906 » Fri Aug 07, 2020 9:42 am

VPaulus wrote:
Fri Jul 31, 2020 9:34 am
@superman81906
You can't use that type language nor this kind of aggressive behavior in this forum.
It's your first warning. The second will grant you a temporary ban.
The third one will be a permanent ban.
Now, it's up to you, but if you want to continue in this forum please change your behavior.
Why don't you read into the context of why I finally answered this way after his continual dismissal of my request and idea, along with his insults. Horseman: "And then when you missed the new turn limit by 1 or 2 turns you'll be moaning that it's "garbage to lose the game" all over again". He is belittling the fact that I wanted an option to get a minor victory by finishing a turn or two late, saying that I will be "moaning" again like I am complaining about nothing and will never be happy. Along with the fact that he has been telling me "just turn the time limit off", because he does not think it is worth the time to add my request, as he prefers to have his ideas implemented thinking they are more important than mine. And NO, turning the time limit of is NOT what I am asking for, I have told him repeatedly this is NOT what I want, and is NOT a fix, yet he persists in pushing this on me throughout the entire post.

So needless to say, I have every right to defend myself, let him know I don't need his belittling of my ideas anymore, defend myself from his passive aggressive insults, and I am not sorry.

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Lance Corporal - Panzer IA
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Joined: Sat Jul 14, 2012 2:14 pm

Re: Losing the entire game due to missing by one or two turns is garbage.

Post by ahtf » Fri Aug 07, 2020 10:30 am

Sure the "moaning" part can be seen as "belittling", but you escalated that with around 1000%.

The rest of his answers is debating, which is what a forum is for. It seems to me you pretty much choose to ignore several of his points.
I would for example like your answer on the post where he wrote the "moaning", since i think he has a good point.


If you add 5 turns to the game where the first 3 of these gives you a penalty and then you lose, you just push forward the amount of turns to lose the game entirely.
A turn based game with a timelimit will always have a turnn´ you lose completly from one turn to the next, except you turn off the timelimit which Horseman suggest.

There is also a big balance issue with giving outright penalties for spending "to many turns". How do you balance it so that players who gotten the penalties dosen't enter a spiral which automatically lead them to lose 4 maps further into the campaign and at the same time doesn't make it to easy for the players that didnt get the penalties.
This problem to some part already exist and will always exist but will be made worse if extra turns with penalties are added.

For me the only "major" flaw with pz 1 GZ was that you could spend 20 plus hours on 39-40 and auto lose in the beginning of the late years because you hadn't built up a prestige bank. It's not good design if the you can keep winning but build up to a autolose, since alot of players don't have the time and/or will to replay 20-30 hours.I think your idea could lead to the same problem.
The prestige sinks build into SCW makes me believe that they have found a solution for the the flaw in the first GC. Im guessing the plan is to balance the game around that all players only have a couple of 1000 prestige gooing into each DLC, those who gotten alot of prestige will get small bonuses they payed for with the extra prestige they collected. I think it's a brilliant idea(if it's the plan) and I hope it works :)

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