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Panzer Corps 2 - Dev Diary #2

Posted: Wed Aug 08, 2018 2:06 pm
by AlbertoC
Content and play modes

Big branching campaigns with lots of interconnected scenarios and unit carry over have always been a signature feature of this genre, and they will remain the key feature of Panzer Corps 2. The initial release will feature a brand new Wehrmacht campaign that will be a middle ground between Panzer Corps vanilla and the Grand Campaigns in terms of size, and will feature both the European and African theatres in a single interconnected tree of scenarios. Our design goal is to make various historical and fictional branches well balanced in terms of length and interest, in order to improve campaign replayability. We hope that the new campaign will offer a sufficiently fresh and different gameplay experience.

Besides this classic mode, we also want to give our players new experiences to try, and they will be based on our new random map generator. The generator is able to generate maps of different size and type (continent, island, archipelago etc.) with up to 8 players struggling for control, various mission objectives, starting conditions and play options. So, the number of combinations to try is virtually endless.

With such a random generator in place, the next logical step will be to generate full-blown random campaigns, based on date range, number of scenarios and opposing factions selected by the player. Another possibility is to integrate a few random scenarios into a classic, human-designed campaign.


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Factions and units

The list of factions in Panzer Corps 2 is, of course, very similar to its predecessor and includes most of the nations which fought in WW2. But the list of units will be more extensive. The initial list of units is based directly on Panzer Corps with all its patches, DLCs and expansions. So we start where the prequel finished, and we are adding a few things on top. Firstly, we are adding a lot of historical ships instead of generic “battleships”, “destroyers” and “submarines”. Together with new naval rules mentioned above, we felt this was important for more interesting and authentic naval experience.





Secondly, we are trying to give smaller factions some more substance, so that they are better represented in the game. It does not mean that these factions will be able to fight the “big four” (Germany, USA, Great Britain and USSR) on equal terms, but we hope that they will become interesting enough to get their own content (scenarios and campaigns) as the series progresses.



Multiplayer

The classic PBEM++ multiplayer in Panzer Corps was very popular, and we will of course keep this option in the sequel. At the same time, some players felt that PBEM++ was not interactive enough and in fact “too old school”, compared to a “true” online multiplayer experience offered in many modern games. For these players we are adding a new Multiplayer mode which allows the players to be online at the same time, connect directly, and see each other’s moves in real time.

Most importantly, PBEM++ and online modes are not separated. All games are still kept on the server, and you don’t need to commit to a single play mode when creating a new MP game. You can play a few turns of a game in online mode, then revert to PBEM++ for several more turns, then play online again etc. We hope that this new system will make multiplayer even more popular in Panzer Corps 2.

Other changes in Multiplayer result directly from supporting up to 8 players on the same map. This gives us a lot of options to create competitive and cooperative games between several human and/or AI opponents.

Re: Panzer Corps 2 - Dev Diary #2

Posted: Wed Aug 08, 2018 4:31 pm
by koopanique
I love the idea of a random map generator, as it will tremendously increase replayability, but only if it gets AI support. A random generator only generating MP maps would be a waste, but since you talked about it in a campaign aspect, I guess it won't be a problem :D

Also really glad that you're going to add historical ships.

The game looks more and more promising!

Re: Panzer Corps 2 - Dev Diary #2

Posted: Wed Aug 08, 2018 4:34 pm
by CarbonatedPork
Dang, Rudankort, you've been busy! This sounds awesome. Really looking forward to some interesting naval combat. Any tidbits about air combat other than returning to airfields every turn?

Re: Panzer Corps 2 - Dev Diary #2

Posted: Wed Aug 08, 2018 4:38 pm
by bebro
More love for minor factions sounds good :)

Re: Panzer Corps 2 - Dev Diary #2

Posted: Wed Aug 08, 2018 4:50 pm
by terje439
Awaiting this game eagerly :)
One question, will there be an option to add some sort of base to the units if the player wants that? What I mean, is in the screenie, it took me some time to spot the AT gun in the forest, so for us with less than stellar eyesight, I would love to be able to add say a red/white (or something) circular base under the units to make them easier to spot.


Terje

Re: Panzer Corps 2 - Dev Diary #2

Posted: Wed Aug 08, 2018 5:54 pm
by GUNDOBALDO08
I notice theres more proportion matter: BA64 seems bigger then Tiger or IS2, I hope it will be solved...

Re: Panzer Corps 2 - Dev Diary #2

Posted: Wed Aug 08, 2018 5:58 pm
by zakblood
size in % wise maybe always will be an issue, as if you do it correctly most AT guns just wouldn't be seen, so some kind of abstract must imo come into play regarding the models etc eg Hetzer etc is one prime one length(6.38 m (20 ft 11 in) height 2.17 m (7 ft 1 in) KV-2 length (6.75 m (22 ft 2 in) height 2.71 m (8 ft 11 in) 7.62 cm Pak 36 Overall: 3.8 m (12 ft 6 in)

Re: Panzer Corps 2 - Dev Diary #2

Posted: Wed Aug 08, 2018 9:11 pm
by Bombur
It seems there won´t be a scenario editor?

Re: Panzer Corps 2 - Dev Diary #2

Posted: Thu Aug 09, 2018 8:15 am
by AlbertoC
Bombur wrote: Wed Aug 08, 2018 9:11 pm It seems there won´t be a scenario editor?
The reason why we aren't saying everything at once is that we want to save content for future dev diaries as well.

Expect news about it in the next dev diary ;)

Re: Panzer Corps 2 - Dev Diary #2

Posted: Thu Aug 09, 2018 1:29 pm
by crisse88
Will there be a ranking mode for multiplayer?

P.S

IMO the graphics looks great, I would like the environment a little darker. The units seem to float above the map. Are there any plans to let them impact the surface they are on?

Re: Panzer Corps 2 - Dev Diary #2

Posted: Thu Aug 09, 2018 3:04 pm
by fuselex
the crowd goes wild ,
pictures and video ,
the dev`s are now talking and promoting their product ,
when can I buy it , it is released ? ,
Well, I for one remember the complete ignorance of the community that has taken place over the last 18 months .
But wait , they showed a picture of a shiny tank , that will make up for it , sorry PC2 , I understand now why you ignored the community , it is a very shiny tank :)

Re: Panzer Corps 2 - Dev Diary #2

Posted: Thu Aug 09, 2018 3:07 pm
by 13obo
fuselex wrote: Thu Aug 09, 2018 3:04 pm the crowd goes wild ,
pictures and video ,
the dev`s are now talking and promoting their product ,
when can I buy it , it is released ? ,
Well, I for one remember the complete ignorance of the community that has taken place over the last 18 months .
But wait , they showed a picture of a shiny tank , that will make up for it , sorry PC2 , I understand now why you ignored the community , it is a very shiny tank :)
All your posts seem to be complaining about various things. Why not try to see things from a developer's point of view or better yet, try to see the world in a more optimistic way? Life's not all about complaining.

Re: Panzer Corps 2 - Dev Diary #2

Posted: Thu Aug 09, 2018 3:19 pm
by fuselex
haha . guess you haven`t dealt with a developer that reads every post , replies to as many as he can and adjusts his game to feedback from the community ,
Try the Toth forums , the game has improved dramatically by involving the community ,
My issue is not with the final outcome of PC2 , I very much enjoyed PC 1 , it is with the 18 months of ignoring the community ,

Re: Panzer Corps 2 - Dev Diary #2

Posted: Thu Aug 09, 2018 3:37 pm
by zakblood
the game is in alpha, a lot can change from alpha to beta, as well everyone knows

Re: Panzer Corps 2 - Dev Diary #2

Posted: Thu Aug 09, 2018 3:44 pm
by fuselex
have you read the forums since the original announcement of PC2 , mostly positive , apart from the issue of 3D which I was not a fan of, but that was my opinion,
eventually ,with no response for the dev`s , it became a question of is the game still being developed ?
Have they gone broke ? , what`s happening ?
We don`t need pics , or inside info , but just a confirmation the game is still in progress .
Well , You could hear the cricket`s but nothing from the dev`s .
Frustration crept in to many comments , not about gameplay or AI or anything else , but the wall of silence that PC2 kept . It is a great example of PR failing

Re: Panzer Corps 2 - Dev Diary #2

Posted: Thu Aug 09, 2018 3:54 pm
by bebro
Well if there are Dev Diaries the game is still developed certainly.

Re: Panzer Corps 2 - Dev Diary #2

Posted: Thu Aug 09, 2018 4:06 pm
by Aerologue
I like what I see so far.
Will the files for equipment, awards etc. continue to be in text format (i.e. editable) as in PC1?
Will there be a scenario editor?
How about a campaign tree of some sort so we get an idea of campaign scale?
All the above I find highly desirable!

Re: Panzer Corps 2 - Dev Diary #2

Posted: Thu Aug 09, 2018 4:27 pm
by fuselex
I see where you are coming from 13obo ,maybe I should hug a tree in the hope it will not be cut down , and maybe I can help feed the hungry , or maybe I can be the catalyst for world peace , that would be nice :)
Maybe I could live in a world that has morals , maybe all people will treat each other with respect ,
I should have the optimistic view of life that humanity is a good thing .
I may not be the brightest match in the box , but I`m also not the dullest

Re: Panzer Corps 2 - Dev Diary #2

Posted: Thu Aug 09, 2018 4:29 pm
by fuselex
yes bebro , but it has taken 18 months for any valued info

Re: Panzer Corps 2 - Dev Diary #2

Posted: Thu Aug 09, 2018 4:31 pm
by zakblood
i've been on longer alpha's, development takes time to get it right or ready, unless you have cash to throw at something