Okay, so Wargame: European Escalation had a scenario-based campaign, with fairly elaborate story cutscenes narrating the missions. I don't know how reasonable all the plots were, but I'm going to give Eugen cred for coming up with more creative "hurr durr ussr invade urope caus thei bad kurvas". Units carried over from mission to mission, so if you recklessly got half your tanks destroyed in the first mission, you would be at a disadvantage for the rest of the campaign, even though there were also some scripted reinforcements that gave you new "squads" of units. Have a look here for an example of such a narrated scenario
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In Red Dragon, instead we have a turn-based dynamic campaign, still with some narration, with a strategic map, where you moved ground units ranging from small companies to entire infantry and tank regiments between provinces, as well as ships and aircraft squadrons. What I really like is that this meant that the number of units you had on the map corresponded with the units you had in the mission itself, so if you had 50 tanks at the beginning of a mission and lost five, you'd have 45 when you were back at the campaign map. Then there was some simulation of "morale" and "cohesion", which affected units' in-game stats and your points income.
Now that there is a new game coming up, what do we want in terms of campaigns?
Note: I don't intend this to be a thread to discuss what Steel Division will most likely have, but rather a discussion thread for what we players want, either for the release itself or for patches and DLCs
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Personally, I would like both. I think a good approach would be to pick one for the initial launch, and then add the other in a patch or as a DLC. A campaign of scenarios would work well for some smaller historical operation, like Market Garden or the Battle of the Bulge, whereas I suppose Overlord itself, or at least some part of it, would work well as a dynamic campaign.
If I have to choose one, I think I'd have to go with the dynamic campaign, simple because of the freedom it gives the player, but it would be cool to see what kind of hybrids the devs could come up with.
Since the devs have made both kinds of campaigns before, and this game might at least partly share an engine with the Wargame wargames (correct me if I'm wrong), making two kinds of campaigns for one game might be within the realm of feasibility.
In Red Dragon, instead we have a turn-based dynamic campaign, still with some narration, with a strategic map, where you moved ground units ranging from small companies to entire infantry and tank regiments between provinces, as well as ships and aircraft squadrons. What I really like is that this meant that the number of units you had on the map corresponded with the units you had in the mission itself, so if you had 50 tanks at the beginning of a mission and lost five, you'd have 45 when you were back at the campaign map. Then there was some simulation of "morale" and "cohesion", which affected units' in-game stats and your points income.
Now that there is a new game coming up, what do we want in terms of campaigns?
Note: I don't intend this to be a thread to discuss what Steel Division will most likely have, but rather a discussion thread for what we players want, either for the release itself or for patches and DLCs
Personally, I would like both. I think a good approach would be to pick one for the initial launch, and then add the other in a patch or as a DLC. A campaign of scenarios would work well for some smaller historical operation, like Market Garden or the Battle of the Bulge, whereas I suppose Overlord itself, or at least some part of it, would work well as a dynamic campaign.
If I have to choose one, I think I'd have to go with the dynamic campaign, simple because of the freedom it gives the player, but it would be cool to see what kind of hybrids the devs could come up with.
Since the devs have made both kinds of campaigns before, and this game might at least partly share an engine with the Wargame wargames (correct me if I'm wrong), making two kinds of campaigns for one game might be within the realm of feasibility.