Re: Bru's Scenarios
Posted: Thu Feb 15, 2018 6:04 am
PiC , v1.0
Did two runs, the first one on middle difficulty, the second on level 5.
There is/was a custom scenario called "Partisan Attack v1.1" to be found in the forums, which, besides being too ... boring to be honest (Sorry)...., had a great basic concept of utilizing usually weak and rarely used "partisan" units at a wider and more important scale to cause harassment within enemy lines. In my opinion, you picked the "essence" of that idea and transformed it to a great, fun mission! Congrats!
observations:
- I may have played a bit overcautious, but after all you've told in the briefings and posts about the men serving there, I just couldn't bring myself to sacrifice even one of my PT boats. Who'd stand to lose "Little Robbie", "Lil' Duck" or "Sugar" anyway? Really nice touch!
- as always great stroytelling. It's like a "mini" history lesson in between, nice
- good idea to include the historic sources and maps for those interested (as I'm beginning to...)
- I took a glance at the triggers, but stopped right away. Holy Jesus . If there's a specific "bug" I can help with, gladly, but I'll keep my hands off otherwise... I may get LOST...
- you really should place markers on the sec. objectives' hints, as you may know that map's location names by heart now - I don't. Even if it's explained quite nicely in the popups prior to every new event, my memory can not be bothered to recall those names after a turn or two
- the barges have 3 HP with diff. level 5, just sayin'
- wouldn't change the RP. It's more than enough, sure, but you definitely need SOME, and other players may need more...
-... and you just shouldn't make a scenario too hard with such weak units in it, either. It was okay, not too easy or too hard.
suggestions
- balance wise, however, you may want to remove 1-2 of my fighters
- for the looks: add a commander to the unit doing the "Ferry Service" objective. Maybe even link the obj. to that specific PT boat (if it ain't so right now)
- the "save marines" sec. obj. is quite exploitable (see replay), maybe you want to change the inf. unit to an "static defense" AI team instead
- the u-boat obj. can go sideways, and it took me some turns to figure out how it's supposed to work to make the destroyers appear. Maybe the damage to the Jap. suicide boat has to be under 10 again? If so, remember the difficulty adjustment settings...
- the arriving fighters, tact. bombers and DD's are coupled with the respective enemy unit's destruction. This can be exploited quite badly (see replay, win at level 5 at turn 26 with enough RPs left, and I even made some stupid mistakes like losing the airport at Vila, which cost me some turns and planes!), you may want to change some of them to AI teams as well or at least limit the amount of turns (!) these units are available to the player
- you could add one more row of sea hexes in the north to allow the boats to circle the NW island
- as there are many approaches on a scenario, I'd suggest to watch the "exploit" replay, and you'll understand my suggestions way better. On the other hand, I bet you thought of that yourself...
conclusion
=> Whether you'd want to change the scenario is a different story altogether, as the mission plays quite good the way it's meant to, if the player sticks to the "script" and uses all units according to "plan" - as I did on run #1. But you know people...and sticking to plans, right? Then again, as you can see in the "exploit" replay, even with heavy deviances from intended strategies, all objectives are well achievable with the mission being concluded. It's fun to be creative, maybe you shouldn't take that away... just put up some limits...or not. Sorry, can't help with that decision. It was fun playing the mission either way! Thank you, thank you, thank you
As you know, there's still some issues with destroyed units in replays, but you'll get the point as to what I did. Both replays ended with a Major Victory and no losses to my PT boats, BTW.
Did two runs, the first one on middle difficulty, the second on level 5.
There is/was a custom scenario called "Partisan Attack v1.1" to be found in the forums, which, besides being too ... boring to be honest (Sorry)...., had a great basic concept of utilizing usually weak and rarely used "partisan" units at a wider and more important scale to cause harassment within enemy lines. In my opinion, you picked the "essence" of that idea and transformed it to a great, fun mission! Congrats!
observations:
- I may have played a bit overcautious, but after all you've told in the briefings and posts about the men serving there, I just couldn't bring myself to sacrifice even one of my PT boats. Who'd stand to lose "Little Robbie", "Lil' Duck" or "Sugar" anyway? Really nice touch!
- as always great stroytelling. It's like a "mini" history lesson in between, nice
- good idea to include the historic sources and maps for those interested (as I'm beginning to...)
- I took a glance at the triggers, but stopped right away. Holy Jesus . If there's a specific "bug" I can help with, gladly, but I'll keep my hands off otherwise... I may get LOST...
- you really should place markers on the sec. objectives' hints, as you may know that map's location names by heart now - I don't. Even if it's explained quite nicely in the popups prior to every new event, my memory can not be bothered to recall those names after a turn or two
- the barges have 3 HP with diff. level 5, just sayin'
- wouldn't change the RP. It's more than enough, sure, but you definitely need SOME, and other players may need more...
-... and you just shouldn't make a scenario too hard with such weak units in it, either. It was okay, not too easy or too hard.
suggestions
- balance wise, however, you may want to remove 1-2 of my fighters
- for the looks: add a commander to the unit doing the "Ferry Service" objective. Maybe even link the obj. to that specific PT boat (if it ain't so right now)
- the "save marines" sec. obj. is quite exploitable (see replay), maybe you want to change the inf. unit to an "static defense" AI team instead
- the u-boat obj. can go sideways, and it took me some turns to figure out how it's supposed to work to make the destroyers appear. Maybe the damage to the Jap. suicide boat has to be under 10 again? If so, remember the difficulty adjustment settings...
- the arriving fighters, tact. bombers and DD's are coupled with the respective enemy unit's destruction. This can be exploited quite badly (see replay, win at level 5 at turn 26 with enough RPs left, and I even made some stupid mistakes like losing the airport at Vila, which cost me some turns and planes!), you may want to change some of them to AI teams as well or at least limit the amount of turns (!) these units are available to the player
- you could add one more row of sea hexes in the north to allow the boats to circle the NW island
- as there are many approaches on a scenario, I'd suggest to watch the "exploit" replay, and you'll understand my suggestions way better. On the other hand, I bet you thought of that yourself...
conclusion
=> Whether you'd want to change the scenario is a different story altogether, as the mission plays quite good the way it's meant to, if the player sticks to the "script" and uses all units according to "plan" - as I did on run #1. But you know people...and sticking to plans, right? Then again, as you can see in the "exploit" replay, even with heavy deviances from intended strategies, all objectives are well achievable with the mission being concluded. It's fun to be creative, maybe you shouldn't take that away... just put up some limits...or not. Sorry, can't help with that decision. It was fun playing the mission either way! Thank you, thank you, thank you
As you know, there's still some issues with destroyed units in replays, but you'll get the point as to what I did. Both replays ended with a Major Victory and no losses to my PT boats, BTW.