Of course, any english correction you made = yes sir
rafdobrowolski wrote: ↑Mon Jul 13, 2020 3:57 am
Palma Scenario -
- On the campaign map, the scenario is titled "Alex." I am curious if that was a historical name of the operation, and intentional, or a mistake?
- What is the point of the anarchist cargo truck? As a distraction? You don't get a reward for keeping it alive it seems. Maybe an oversight, or is it really just and extra unit?
- With the objective to blow the coastal battery. perhaps it should be clearer that you need to use the guerrilleros to blow the bridge next to the battery to disable it. I know the red arrow points there but making it more explicit this is the objective could help with confusion. Saying something like blowing the bridge that doubles as the electronics installation is what the player must do, or maybe just saying that destroying the bridge that leads to the battery will incapacitate the unit. It took me a few plays to realize that I did not have to destroy the battery with the guerrilleros, but blow the bridge with them instead to achieve the objective, after wondering why the arrow pointed there and re-reading the instructions a few times.
- After the scenario, the pins indicating that you achieved certain objectives that have repercussions in the future drop down on the map of Spain. Perhaps they should drop to the location where those objectives were met? I understand this is your full discretion, and the final decision is up to you to make. Might just be a personal preference of mine to see them drop where I met the objectives.
- The Palma scene is completely fictional (together with Cadiz, they are the only two 100% what-ifs of the campaign). Besides, at that very early point of the war, i doubt the militias had any other plan after the landings in Majorca (which were disastrous in real life) apart from just advance over Palma (or more probably, each militia had a plan of its own :/). So i'm afraid the Alex thing is another mistake... Or maybe the name of a double agent just slipped from my computer. Yeah, let's go with the double agent story
- Yeah, the truck is just a distraction for flavour... but maybe it's too much of a distraction? I will think about removing it, or maybe adding some text about anarchists barricading behind some trucks waiting for relief...
- That particular objective did cause problems to players before. I worked the description to clarify the objective, but it seems i didn't do a good work. I will review the whole thing.
- I'm not sure if i get you in this one. What i did with the pins in the campaign map (unless something is not working the way it should) is to use them to mark the point where the achieved objective will be useful in the future (for example, if you knock down the italian tankettes in Madrid, a pin appears around Malaga, at the south, announcing that the italians tank crews will be more green in an action in the future (like 6 scens after): it's a bit spoilerific, but i think it's the way the officials DLCs do it. Are you suggesting that instead of marking the place where the objective will benefit the pins should mark the place where the objective was achieved (in the italian tanks example, Madrid instead of Malaga)?
rafdobrowolski wrote: ↑Mon Jul 13, 2020 3:57 am
Bilbao Scenario -
- When fighters do damage to ground units, the counter for the secondary objective for "do x damage with fighters" does not go up. It is not clear from the instructions that you mean this to mean that it is only damage to aircraft that will count.
- One really has to pay attention which ports the ships are supposed to go to, particularly in the eastern sector. Lost multiple times since the ships would show up a few turns after the dialogue box pops up, and sometimes I took a day or two off between turns. Perhaps making it clearer when the ship actually shows up where they need to go.
- Regarding the fighters in Bilbao, this time the objective works as it should, the problem is then with the description. I will fix it.
- Regardign the ships... well yeah, my intention was to force to the player to note down manually the destionation of the ships each time he recieve a telegrams. I tried to clarify this in the description of the secondary objective ("Noting down the destination of the ships after each communications could be usefull, commander||+30 extra resource points") but most probably i didn't do a good job... Maybe i will add a Pop Up after the first ship arrive. Also, the delay between the message and the ship arriving to the area is intentional: in this way, you can direct your warships to the area the merchants are gonna appear to protect it. I will review the phrasing of the objectives and the ship pop ups to try to
rafdobrowolski wrote: ↑Mon Jul 13, 2020 3:57 am
Malaga Scenario -
- Also perhaps indicate the arrival of the liaison officer in some way, like with a red arrow (if possible) - if the player does not hit the "next unit" button, they could be confused and miss the scout car with the officer inside.
- Yep, you are right, will do it.
rafdobrowolski wrote: ↑Mon Jul 13, 2020 3:57 am
Air Raids Scenario -
- You speak of "attainments," in both the primary and secondary objectives, but I think what you mean is "objectives." Use that word instead.
This was by far my least favorite scenario in the whole mod. It was tough to figure out for me, and a bit too much of a puzzle for a casual gamer. There is just too much going on, and it is hard to convey from the instructions what one needs to do. It was hard to plan for as well. I could see some folks liking this one, but I found it frustrating, since it was such a diversion from the other scenarios in terms of how it played. I could see this scenario needing some more refinements to make it enjoyable for me. The idea is great, but I did not like this scenario that much as it currently stands, and I ended up skipping it after a few turns. The only scenario that I did not like in the entire mod.
This is seriously a fun mod and I am looking forward to it being entirely done! I just hope i can import my core force into the new version....
- Don't you think that speaking of objectives instead of attainments could confuse the player, since the attainments in the context of this scene are no primary or a secundary objectives exactly? That is the reason i try to find an alternative word, although maybe attainment wasn't a good one. The other candidate i had was "achievement", but in my mind is too related actually to the gaming world, and that is not a relationship i want to make inside the game. The closest spanish work i can think of is "logro".
Just to clarify, the attainments are "happy findings" (other expression which i find extremely inadequate for the context of bombing things, even in a game, but i use here to try to make myself understandable) you can or can get when you correctly bomb an objective in the scenario. So let's say you bomb a munition factory: you will always drop the supply rate of that area, which you need to win the scen, but sometimes (there is a randome trigger behind this, usually you have 1/3 or 1/2 chance) you will get to an additionl "prize" (bad choice of words, again), the attainment. The rational behind this is that the precision of the bombers at that moment of the warfare "art" was very poor. Many times you could only get limited results. In the example of the munition factory, maybe you will damage auxiliary infrastructures (the access road, or a workshop nearby where the trucks are resting, or even the workers houses... :/) and cause some confusion to the area. And that's it. Even that can be valuable as a war effort, since the production in the factory will temporary drop, and the enemy will spend resources, with garrison wings or antiair guns, to protect the factory. But sometimes, by pure chance, the damages could be more serious: direct hits to the factory... or even to the munition depots, which goes boom: that's an attainment. In the context of the scenario, if you attack enough objectives, you will get enough attainments (again, by pure chance) to get the secondary objective. There is some luck involved, as with anything in the game that involves random triggers, but i found it adds replay value to the game.
Maybe you already understand this from the scen, but i just wanted to make sure you did to explain the mechanich behind the thing and why i doubt calling "objective" wasn't a good idea. "Critical hit" could also work, maybe...
Regarding the scen itself... yeah, the feedback im getting from it until now is quite polarasing: 2 of you love it, 2 of you hate it
I have to think about it. The thing is still in beta state, so maybe i will be able to present it in a way it's more engaging and fun, even for the casual gamer. Another possibility is to create and alternative simpler bombing scene (bru had several of these, i think, i'm sure great ones) and leave the bigger one as an standalone scene... I'm pretty divided right now with the whole thing.