War Stories: Fall of Poland - Dev Diary #1

A new story begins...
The sequel to a real classic: Panzer Corps is back!

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MarcoT.
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War Stories: Fall of Poland - Dev Diary #1

Post by MarcoT. »

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Welcome to the first Developer Diary exploring the upcoming Fall of Poland DLC Campaign for Panzer Corps 2. There’s all kinds of interesting details to be found in the latest upcoming Panzer Corps 2 Campaign, so let’s get right into it!

Your War Story
The first thing we want to share is what this campaign means to really make it your own War Story, as there’s a few changes to Panzer Corps 2’s campaign structure going on here in Fall of Poland. For example, Fall of Poland has aimed to maximize its campaign length, meaning that there are no branches in this campaign structure and all focus is on playing from the Polish perspective. We’ll talk more about this further down in the Mission Design section, but the goal here was to make a really meaty campaign to extensively cover the struggle for Poland in the autumn of 1939.

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At the heart of the campaign, from the very first scenario to the very last, are a group of Key Characters. As you journey through the campaign you will encounter these Key Characters directly on the battlefield. They are figures who will be fighting alongside you, or in need of your protection, as war threatens to consume Poland all around them.
But to make their appearance throughout the gameplay as pleasant as possible though, you will find you have full control of these characters wherever they appear. This will prevent any obnoxious issues of being frustrating by giving control of them to the AI, which may not act as a player might want to, or expect them to.

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This control is a double edged sword though, because it will also mean you are fully responsible for these characters. Their fate will be in your hands! But to once again avoid unpleasantness around them, keeping these Key Characters alive are actually entirely optional. If a player really isn’t interested in these characters and their missions and the historical information they have to share, you can safely play through the entire campaign with any or even all of them having been killed off!

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We didn’t want to mandate players to keep these units alive at all costs, it is going to be entirely up to you whether you want to devote your forces to helping these characters to reap the rewards they offer, or not to, as you can opt to focus purely on your mission objectives to progress the campaign.
To get into those details we have to talk about...

Mission Design in War Stories Fall of Poland
Looking at a couple of scenarios will quickly highlight this new system and how we kept it flexible for the players to engage with, or not engage with, at their own initiative.
This scenario here is one of the early battles of the campaign, the Battle of Westerplatte and the city of Danzig(Gdansk).
Your deployment zone is primarily located here, on this central island within the city of Danzig.

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Your primary orders, the task needed to progress the campaign, is directly south of your deployment zone.

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However, the Key Character here who needs your help is all the way on the other side of the map, way up here on the Westerplatte Peninsula.

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So as you can see, right away you have a dilemma. Do you focus purely on your primary objective, or do you risk splitting your forces in two opposite directions to help escort this Key Characters to safety? That decision is yours to make, but if you leave this Key Character behind, it will be the last you see of them for the remainder of the entire campaign!

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One more example, from further into the campaign:

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In this battle, your primary orders are actually very close by to your deployment zone, just a few hexes due west. However, if you’re looking to continue to shepherd and safeguard Key Characters, they’ve requested your help to be escorted deep into enemy territory, way down here on the bottom edge of the map!

If your Key Characters are already lost, there’ll be no reason to fight so deeply behind enemy lines. But if one or more of them are still with you, and you hope to keep them that way, you’re going to have to take on extra burden and efforts to see to it!

These are just a couple of examples, but hopefully this illustrates how the Key Character system exists inside of the Fall of Poland Campaign, and now you see how it’s entirely in your hands to assist and participate in this extra aspect of the scenarios or not to.

Conclusion
Thanks for joining us for this first Developer Diary on the latest upcoming Panzer Corps 2 DLC. We’ve got more coming up very soon, with a more detailed look at some interesting new units that have been added to Panzer Corps 2 to support more expansive Poland 1939 era content.
So stay tuned for that, and be sure to add the Fall of Poland DLC to your wishlists!
Tassadar
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Re: War Stories: Fall of Poland - Dev Diary #1

Post by Tassadar »

Not much new so far, as it mostly confirmed expectations about the mission structure. Seems that key characters will take over elite objectives, which seems to be a good direction to go. These worked well in AO1946, so this structure should pay off. Interesting to see no branching missions, but at this early stage of the war it seems ok. I'd probably prefer a few branches at times for replay value, but I can live with this.

Now waiting for more diaries, as these should hopefully answer the more critical questions the community has, mostly about the potential of this being a series and possible links.
CptJackSparrow1993
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Re: War Stories: Fall of Poland - Dev Diary #1

Post by CptJackSparrow1993 »

I dunno...

It is an interesting way to go about it. Personally, while it seems somewhat nice that players are not required to engage with the story/character elements, I feel like it might be a bit of a miss in the long run. For a DLC called "War Stories", I really do feel like the whole thing should include heavy story elements as part of the core experience, telling a visceral story of heroism, desperation, and loss in the face of overwhelming odds. This should naturally be told through the player's interactions not just with the game mechanics, but also through their interactions with the different characters as they progress and develop throughout the campaign.

I will withhold judgement until I actually have a chance to play the campaign, but as I said, it currently feels like a missed opportunity to me...
"Saying that because the equipment isn't up-to-the-minute, bleeding-edge tech, and therefore is not a threat, is like saying an M2 Browning isn't dangerous to modern infantry because it is 100 years old."
GUNDOBALDO08
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Re: War Stories: Fall of Poland - Dev Diary #1

Post by GUNDOBALDO08 »

Tassadar wrote: Fri Jun 21, 2024 6:08 pm Not much new so far, as it mostly confirmed expectations about the mission structure. Seems that key characters will take over elite objectives, which seems to be a good direction to go. These worked well in AO1946, so this structure should pay off. Interesting to see no branching missions, but at this early stage of the war it seems ok. I'd probably prefer a few branches at times for replay value, but I can live with this.

Now waiting for more diaries, as these should hopefully answer the more critical questions the community has, mostly about the potential of this being a series and possible links.
I agree, the most important thing to know is that this will be the first step of a new allied gran campaign and not a standalone dlc…
Bee1976
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Re: War Stories: Fall of Poland - Dev Diary #1

Post by Bee1976 »

Tassadar wrote: Fri Jun 21, 2024 6:08 pm Now waiting for more diaries, as these should hopefully answer the more critical questions the community has, mostly about the potential of this being a series and possible links.
i copy that. A long story driven campaign series would be awesome!
Tassadar
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Re: War Stories: Fall of Poland - Dev Diary #1

Post by Tassadar »

CptJackSparrow1993 wrote: Sat Jun 22, 2024 6:42 am I dunno...

It is an interesting way to go about it. Personally, while it seems somewhat nice that players are not required to engage with the story/character elements, I feel like it might be a bit of a miss in the long run. For a DLC called "War Stories", I really do feel like the whole thing should include heavy story elements as part of the core experience, telling a visceral story of heroism, desperation, and loss in the face of overwhelming odds. This should naturally be told through the player's interactions not just with the game mechanics, but also through their interactions with the different characters as they progress and develop throughout the campaign.

I will withhold judgement until I actually have a chance to play the campaign, but as I said, it currently feels like a missed opportunity to me...
I suspect, but it remains to be seen, that the narrative will be more present in the pop-up windows related to objectives, while main briefings and debriefings will cover the background, maybe addressing what the plater was or was not able to do (if the scripts can be updated to support that). It might be a miss losing some of that extra content as you say, so I am also quite curious how deep this part impacts the series - for example, most of the "stories", might be mission standalone and show you character's fate. This can still cover the narrative feel you mentioned well, be it more negatively if you fail and characters perish, or positively, if they survive against the odds while others meet a darker fate. That said, it will require a LOT of scripting and variables to consider to make it intertwined well. Not impossible, but for sure something the series never attempted, so it will be interesting to see how much earlier ways of narrative presentation will be handled here.
CptJackSparrow1993
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Re: War Stories: Fall of Poland - Dev Diary #1

Post by CptJackSparrow1993 »

I suspect, but it remains to be seen, that the narrative will be more present in the pop-up windows related to objectives, while main briefings and debriefings will cover the background, maybe addressing what the plater was or was not able to do (if the scripts can be updated to support that). It might be a miss losing some of that extra content as you say, so I am also quite curious how deep this part impacts the series - for example, most of the "stories", might be mission standalone and show you character's fate. This can still cover the narrative feel you mentioned well, be it more negatively if you fail and characters perish, or positively, if they survive against the odds while others meet a darker fate. That said, it will require a LOT of scripting and variables to consider to make it intertwined well. Not impossible, but for sure something the series never attempted, so it will be interesting to see how much earlier ways of narrative presentation will be handled here.
You may be right. Honestly, I feel that the War Stories DLCs may be the perfect way to introduce some kind of cut-scene mechanic to the game. Even something as simple as a pop-up window with room for both a picture and text, preferably with support for "pages" that can be put together to create a narrative scene, would be an amazing improvement. Something like that would also be an excellent feature for modders and scenario/campaign builders as well.

Regarding the ability for the game to acknowledge player achievements, that would be amazing. If it is part of the system, I expect that it will be limited to things that occurred during the immediate mission only, but it would be absolutely amazing if the devs create a system that can be scripted to handle a player's decisions all through the campaign. It would mean that campaign creators could use the system to create meaningful decisions in their missions that have knock-on effects to be seen in later missions.
"Saying that because the equipment isn't up-to-the-minute, bleeding-edge tech, and therefore is not a threat, is like saying an M2 Browning isn't dangerous to modern infantry because it is 100 years old."
VirgilInTheSKY
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Re: War Stories: Fall of Poland - Dev Diary #1

Post by VirgilInTheSKY »

CptJackSparrow1993 wrote: Mon Jun 24, 2024 9:35 am Regarding the ability for the game to acknowledge player achievements, that would be amazing. If it is part of the system, I expect that it will be limited to things that occurred during the immediate mission only, but it would be absolutely amazing if the devs create a system that can be scripted to handle a player's decisions all through the campaign. It would mean that campaign creators could use the system to create meaningful decisions in their missions that have knock-on effects to be seen in later missions.
They already did that with the variable-token system.

0. In the vanilla campaign, completing the alternative objectives in North Africa or Eastern Front line makes it possible to choose the ahistorical path that leads to a German victory.

1. In 1940 you can save Bluecher in Fornebu to have it showing up again for Operation Sealion during Brighton Beach scenario.
2. Still in 1940, in Epsom you can obtain a Meteor III token that can be carried over into 1943 to grant you a Me 262 unit and hero Hartmann.
3. In 1942, choosing the Operation Blut path by protecting the airfields in Assault on Starlingrad grants you a SMG Infantry token that count as one of the three required flags to get into the ahistorical path after the Battle of Kursk, plus a large bunch of 6th Army reinforcements during Operation Roland.
4. In 1943, completing the alternative objectives in Prokhorovka and Operation Roland count as two of the three required flags to get into the ahistorical path, two of the three flags must be set to make it possible.
CptJackSparrow1993
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Re: War Stories: Fall of Poland - Dev Diary #1

Post by CptJackSparrow1993 »

They already did that with the variable-token system.

0. In the vanilla campaign, completing the alternative objectives in North Africa or Eastern Front line makes it possible to choose the ahistorical path that leads to a German victory.

1. In 1940 you can save Bluecher in Fornebu to have it showing up again for Operation Sealion during Brighton Beach scenario.
2. Still in 1940, in Epsom you can obtain a Meteor III token that can be carried over into 1943 to grant you a Me 262 unit and hero Hartmann.
3. In 1942, choosing the Operation Blut path by protecting the airfields in Assault on Starlingrad grants you a SMG Infantry token that count as one of the three required flags to get into the ahistorical path after the Battle of Kursk, plus a large bunch of 6th Army reinforcements during Operation Roland.
4. In 1943, completing the alternative objectives in Prokhorovka and Operation Roland count as two of the three required flags to get into the ahistorical
Fair enough, I forgot about that. What I'm really hoping for is the ability to have the briefing/debriefing material change based on your accomplishments in the scenario, if that kind of thing hasn't been implemented already.
"Saying that because the equipment isn't up-to-the-minute, bleeding-edge tech, and therefore is not a threat, is like saying an M2 Browning isn't dangerous to modern infantry because it is 100 years old."
VirgilInTheSKY
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Re: War Stories: Fall of Poland - Dev Diary #1

Post by VirgilInTheSKY »

CptJackSparrow1993 wrote: Tue Jun 25, 2024 12:22 am Fair enough, I forgot about that. What I'm really hoping for is the ability to have the briefing/debriefing material change based on your accomplishments in the scenario, if that kind of thing hasn't been implemented already.
Indeed, that is not possible yet.
ErissN6
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Re: War Stories: Fall of Poland - Dev Diary #1

Post by ErissN6 »

VirgilInTheSKY wrote: Mon Jun 24, 2024 10:12 am 3. In 1942, choosing the Operation Blut path by protecting the airfields in Assault on Starlingrad grants you a SMG Infantry token that count as one of the three required flags to get into the ahistorical path after the Battle of Kursk, plus a large bunch of 6th Army reinforcements during Operation Roland.
IIRC, actually, only one airfield has to be remain protected on the three. I had kept doing what I could despise seeming having lost the mission, and was surprised by the end result.
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