Sandbox Campaign suggestions

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
rbodleyscott
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Re: Sandbox Campaign suggestions

Post by rbodleyscott » Mon Oct 16, 2017 1:27 pm

JaM2013 wrote:What about dividing battle into stages? So you would have let say 3 major battles in the campaign, but each battle would start with initial skirmishing phase, where both sides would deploy light units and cavalry trying to gain best position for main battle. Typically, these fights were happening so either side could gain best possible place for a camp. Victory in this stage would give player or AI ability to better prepare for battle, ability to send flanking force etc..Then you would fight the main battle, with whole force, and based on outcome, there would be another mini-battle, where you would either chase withdrawing enemy with your front guard (skirmishers and cavalry) or try to hold off enemy while rest of your army is withdrawing (in this case, victory condition could be the timer) - this way, with 3 major battles, you have 9 battles fought.. add some intermission randomized decisions like you have right now (marching through hills, engaging reinforcements etc) and you end up with nice 12-15 battle sandbox campaign that might play quite differently one from another all based on how those battles were fought..

And you could link more stuff to those initial skirmish battles, like if you win decisively, then you control countryside,therefore you could engage enemy supply train, or engage his reinforcements etc.. Also, sometimes you might lose main battle but win the skirmish fight, therefore enemy would not have enough forces to pursue you after battle, which means player will be able to easily protect his withdrawal, and consolidate his forces for next major battle.
Yes, that is something we could look at.
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kony16
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Re: Sandbox Campaign suggestions

Post by kony16 » Tue Oct 17, 2017 1:51 pm

Seconding the unit naming suggestion. I want my Asterix warband square off against Biggus Dickus cohort :lol:

XPGAINMODIFIER - user defined constant to finetune (nerf) units progression in longer campaigns.

Instead of giving players random 12pts bonus, make the unspent deployment points carry over to the next battle.

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Re: Sandbox Campaign suggestions

Post by JC_von_Preussen » Tue Oct 17, 2017 4:25 pm

rbodleyscott wrote:
JC_von_Preussen wrote:Campaign screen results is also a must have.
What information would you like to see in a campaign results screen?
I suppose :

1. the total casualties
2. the aftermath of the campaign. That is, a small text that summs up your career and from what happened on the field tells you what followed for your general of nation.

Units could also have more character. They are just generic right now. I'm not asking for special abilities like in Sanctus Reach, but maybe you should be able to recall them :

Suggestion : in the field army menu, you can inspect you units and see which units they broke. From this list, you could pick one that would help give a surname to your unit. Or they could be the heroes of a battle and have their nickname coming from it. If a unit stands firm in 1v4 for 3 turns and eventually wins the day, their reputation should follow it up the end of the campaign.

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Re: Sandbox Campaign suggestions

Post by Ironclad » Wed Oct 18, 2017 9:05 am

Would it be possible to set up a campaign where the maximum number of battles will vary depending on strategic choices made?

So as an invader you may go for broke and fight a series of major battles leading to a climatic biggie at the end to capture an enemy capital.

Alternatively you could have a choice of fighting a number of smaller or medium actions to improve your base (battle experience gained, allies obtained. mercenaries attracted by your success, extra resources ie increased points, local revolts suppressed - reducing enemy resources). Unlike the major battles route failure in following this gradual route wouldn't result in losing the campaign just less building blocks for success would be achieved and any such local failure would boost the enemy force available for a major battle.

At various stages you could choose to switch to fight a high stakes major battle and risk all. If you remain following the slow stream all the way the conclusion would be the big battle.

rbodleyscott
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Re: Sandbox Campaign suggestions

Post by rbodleyscott » Wed Oct 18, 2017 9:21 am

Interesting idea.
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Re: Sandbox Campaign suggestions

Post by Ironclad » Wed Oct 18, 2017 10:13 am

Thanks. A further variation of the above, would allow one to switch to the gradual stream if losing a major battle (in compensation the enemy would get a resource boost for the next major) and a campaign would only be lost if you lost two major battles or the climatic end one.

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Re: Sandbox Campaign suggestions

Post by JaM2013 » Thu Oct 19, 2017 8:09 pm

What about ability to name generals as you get them? this way player could customize his playthrough for historical characters as he wants..
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rbodleyscott
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Re: Sandbox Campaign suggestions

Post by rbodleyscott » Fri Oct 20, 2017 8:13 am

JaM2013 wrote:What about ability to name generals as you get them? this way player could customize his playthrough for historical characters as he wants..
There are some UI issues with this but we are looking at that possibility along with the possibility of naming individual units.
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Re: Sandbox Campaign suggestions

Post by GiveWarAchance » Sat Oct 21, 2017 5:08 pm

Can you make campaigns go longer than 7 battles? I would like it to go up to like 20 or 30 battles or more. I know that sounds a bit extreme but I like long campaigns.
Is it possible to give leaders attributes like in Panzer Corps and have them carry over battle to battle?
And it would be neat to have some battles be sieges of towns or forts.
And some battles of ambushes in forests and mountains.

I like the campaign style in Sengoku Jidai where there is a map and your battles affect the size of each other's armies in subsequent battles cause there are army stacks that get worn down in combat and fight for territory like in Koei games.
My favorite campaign style is a map style one with multiple factions fighting over the territory but I know that would be too hard to make now that this game is just being updated not remade. The campaign style now in FOG2 is pretty good though. It is very similar to the Tin Soldiers style campaign of battles with only basic decisions about where to fight.

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Re: Sandbox Campaign suggestions

Post by rbodleyscott » Sat Oct 21, 2017 5:18 pm

Scripted campaigns can currently be up to 15 battles long - e.g. the Antiochos III campaign (long version) that can be downloaded from the Download Community Content button in the campaigns menu.

The sandbox ones are set to a maximum of 7 because otherwise the whole army will be elite by the end of the campaign, which is rather unrealistic. There are ways for scripted campaigns to get round this.
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Re: Sandbox Campaign suggestions

Post by GiveWarAchance » Sat Oct 21, 2017 5:44 pm

Oh that's good to hear there are more campaigns and long ones too.

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Re: Sandbox Campaign suggestions

Post by Adraeth » Sun Oct 22, 2017 10:11 pm

After a dozen of campaigns (from 3 to 5 battles each) my suggestions:

- i agree to let the player choose up to 2 (maybe 3) enemies, one core enemy and one/two allies (soci)
- a bit more variation on battles will be appreciated, by now i had an average of 90% open battles, i experienced only one baggage escort and never i had reinforce own or enemy, nor remove the head
thanks

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Re: Sandbox Campaign suggestions

Post by matlegob » Mon Oct 23, 2017 9:04 am

I like to see:

- a campaign that allow a to loose some battles (I remember some hard victorious campaigns in sengoku jidai with a major lost battle)
- a long campaing with a map in order to build an empire (maybe when you choose to invade a region, you start a mini campaign with some battles to win like in a sandbox campaign, if you loose, you failed to conquiert this region).
- more unit points in order to have more epic battles (actually we start a sandbox campaing with only 1500pts if we choose to start with a large battle: it s to few)

rbodleyscott
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Re: Sandbox Campaign suggestions

Post by rbodleyscott » Mon Oct 23, 2017 9:09 am

matlegob wrote:- a long campaing with a map in order to build an empire (maybe when you choose to invade a region, you start a mini campaign with some battles to win like in a sandbox campaign, if you loose, you failed to conquier this region).
While this would be a nice addition to the game it is not likely to get added very soon, because we have to prioritise our finite development time.

In the meantime, what you describe is an excellent idea for a paper and pen campaign. it would be easy enough to set up set a campaign map on paper, and manage the map aspects as you have suggested, but manually. Then when you invade a province, you can play out that campaign as a sandbox campaign, and deem the invasion failed if you lose a battle.
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Re: Sandbox Campaign suggestions

Post by matlegob » Mon Oct 23, 2017 9:12 am

That is exactly what I start yesterday: For the moment I am in the conquest of italy against the samnites

rbodleyscott
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Re: Sandbox Campaign suggestions

Post by rbodleyscott » Mon Oct 23, 2017 9:32 am

rbodleyscott wrote:
JC_von_Preussen wrote:Campaign screen results is also a must have.
What information would you like to see in a campaign results screen?
A more comprehensive after battle report covering all units.
e.g. starting strength, losses inflicted, casualties, routed/gained experience and then experience level after restoring to original strength for campaigns.

Also allow a return to the battlefield screen to review the end of battle positions.

This really adds to the enjoyment by allowing an after action review of the battle and examination of the crucial units that contributed to victory or defeat.
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Re: Sandbox Campaign suggestions

Post by Hendricus » Mon Oct 23, 2017 12:42 pm

As the historical Campaigns have different enemies I would like to see that option for the Rise of Rome Costum Campaigns too.

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Re: Sandbox Campaign suggestions

Post by Hendricus » Mon Oct 23, 2017 1:12 pm

Rome did loose battle after battle but won the war against Hannibal, so I would like the campaign to continue after I loose a battle.
If losses are higher as 15% compensate with troops of average or lower quality to fill the ranks after garrison decisions are made.
It keeps options open as normal but makes losing some battles a possibility.

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Re: Sandbox Campaign suggestions

Post by hiromatsu » Mon Oct 23, 2017 2:42 pm

I think players would appreciate focusing on quick win changes to the random campaign model along the following lines:
- ability to lose a battle(s) and the campaign continues - part the fun is losing, I don't care if it means I'm unlikely to win the following battle, that's half the fun.
- love the multiple choice part of the campaign - if this could just be added to more options/scenarios (as another user said mainly all open and some scenarios don't appear to come up)
- allied (to you and enemy) forces or contingents
- perhaps think about having an overriding category at the start of a random campaign i.e. what am I doing Invading, Defending which could impact options and scenarios
- ability to name units and Generals

As much as I'd love a campaign map as per Pike and Shot this is a nice to have (rather than a must have) and the random campaign option is awesome, just be nice to see it an area of focus and developed and improved upon.

I'm an avid ancient history enthusiast (no expert) and I know about the legendary battles. So for me the fun making new and interesting stories and the random campaign does that. Just needs bit more variety and meat on the bones.

Thank you for creating this amazing game.

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Re: Sandbox Campaign suggestions

Post by Adraeth » Mon Oct 23, 2017 3:36 pm

On losing and winning battles in sandbox campaign, this is my personal little suggestion:

- if it is possible it might be interesting to enable a "libra" in the main campaign menu that may be reminded in the menus from battle to battle. The player can adjust the libra to be balanced or unbalanced towards AI or Player (a sort of -1 0 0 0 +1 in a five battles campaign, or a -1 0 +1 in a 3 battles campaign); after each battle the Libra will go up or down for or against the player, when the Libra reaches "below -1" there will be an automatic defeat, otherwise at the end of the campaign if the libra is simply set on a "0" the campaign (with some battles won and lost, will be a drawn campaign)
EXAMPLE: Player Gauls Vs AI Romans 5 battles: the player would like to select a LIBRA +1 thus saying Gauls have the upper hand in this campaign. In the very first battle the Player loses and so the Libra will go to "0" .... and so on .... (if the libra goes "below -1" there will be an automatic defeat.

PS in a 7 battles it will be -1 0 0 0 0 0 +1

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