.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPMBT > Vietnam Campaign Project
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old September 23rd, 2005, 03:56 AM
Pyros's Avatar

Pyros Pyros is offline
Colonel
 
Join Date: Mar 2005
Posts: 1,668
Thanks: 0
Thanked 5 Times in 5 Posts
Pyros is on a distinguished road
Default Beta ToO No1 Chapter No1: Plei Me

Soon the beta of ToO1/Chapter1:PleiMe will begin.
So far the playtesting of this chapter is very encouraging.
The new techniques work very nice and the general impression/feeling from the gameplay is appropriate with the Vietnam kind of experience.

The best part of it is the replayability factor which gives almost different games each time a player restart the chapter.

As soon as I will complete the Alpha stage of this chapter I will provide you with the files for your feedback/comments/corrections, and I will start the Chapter No2 of ToO No1.

cheers,
Pyros
Reply With Quote
  #2  
Old September 23rd, 2005, 08:04 AM
Pyros's Avatar

Pyros Pyros is offline
Colonel
 
Join Date: Mar 2005
Posts: 1,668
Thanks: 0
Thanked 5 Times in 5 Posts
Pyros is on a distinguished road
Default Re: Beta ToO No1 Chapter No1: Plei Me

Ok,

Here is some info for chapter No1: Plei Me

The player at the start will play a one-turn scenario (divisional base) in which he will make a choice between the types of support he wishes to use during the chapter.
Either he will choose a regimental fast response support (quicker response time but lighter), or he will request support from the division (delay in response but heavier assets).
The path/scenario result of either choice will lead to marginal victory or decisive victory and the player will make use of the assets during all the missions of the chapter.

Note: At this point, the player will have to take into consideration (plan) the overall tactics that he will use through out the chapter.

The story begins like this:

It is October 1965 and your company has just arrived in Vietnam. The first assignment is to make a night (training/reconnaissance) patrol inside the jungle in order to get familiarized with the jungle special conditions.
Everything was happening as planned but suddenly (9 p.m) the division HQ has informed us that the Plei me SP base was under attack and the only available force within reach was us. We have been ordered to march ASAP to the base in order to assist them in the defense (3 hours march).
During the march our road crossed a village (suspected Vietcong base) and our scouts have informed you that the NVA regimental artillery was there (unprepared).
This is a fine opportunity to destroy the regimental artillery of the enemy forces but at a cost of a delay.
Should we deal with that artillery denying this way its presence during the main battle, or should we continue undisturbed towards our main objective?)
This is our second choice during this chapter… If you destroy the artillery you will arrive later in the Plei Me camp and the enemy will have broken the first layer of defenses, and if you ignore the artillery camp you will arrive on time but the enemy will make use of this regimental artillery.

Other tactical notes:
1. Your enemy is coming after you with an NVA company.
2. Inside the village there are hidden many Vietcong, ready to surprise you.
3. The enemy artillery assets have limited ammo for the moment but enemy ammo supply is on the way.
4. An NVA company is heading towards the arty park in order to protect it.
5. There are 2 roads; the one is passing through the village.
6. You must secure the bridges.

Ok, this is some info for the secondary mission,
Soon I will post more.

p.s speaking of decisions; if the player has chosen the fast response regimental artillery as the support assets during the chapter, then he may take the risk to fulfill the objectives of the secondary mission and delay this way his entrance in the primary mission. But if he has made the choice of the divisional support then the delay in conjunction with the slow response time of the divisional artillery may create problems in the successful completion of the primary mission.

Cheers,
Pyros
Reply With Quote
  #3  
Old September 25th, 2005, 03:48 PM
wulfir's Avatar

wulfir wulfir is offline
Major
 
Join Date: Jun 2005
Posts: 1,009
Thanks: 142
Thanked 366 Times in 194 Posts
wulfir is on a distinguished road
Default Re: Beta ToO No1 Chapter No1: Plei Me

Quote:
Pyros said:
The player at the start will play a one-turn scenario (divisional base) in which he will make a choice between the types of support he wishes to use during the chapter.
Either he will choose a regimental fast response support (quicker response time but lighter), or he will request support from the division (delay in response but heavier assets).
The path/scenario result of either choice will lead to marginal victory or decisive victory and the player will make use of the assets during all the missions of the chapter.
Yo Pyros!
Great to see some progress is being made!

I've got a question though, the use of minor or decisive victory to provide the player with a choice of forces, is it intended for the entire campaign or just the initial battle(s)...?
Reply With Quote
  #4  
Old September 25th, 2005, 04:06 PM
Pyros's Avatar

Pyros Pyros is offline
Colonel
 
Join Date: Mar 2005
Posts: 1,668
Thanks: 0
Thanked 5 Times in 5 Posts
Pyros is on a distinguished road
Default Re: Beta ToO No1 Chapter No1: Plei Me

Hi Ulf,
the choice of support elements concerns only the first scenario of each ToO or Chapter.

This way you may put at the start of a ToO or Chapter the choice of support elements (its up to you but the best is to put one at the start of the ToO.

Soon the Beta will be available and you will see all these things.
From the Alpha stage, I can say that the game is very nice and with these new elements it has a unique blend.

The strong points are the following :

1. Interactive support assets
2. Many low probability enemy reinforcements that make the game unpredictable and gives a very high replayability
3. Interactive point allocation depending the victory level of the player

I think that in 3-4 days I will post th beta of ToO No1 chapter No1. For the moment, all I can say is that the campaign is unique.

cheers,
Pyros
Reply With Quote
  #5  
Old September 25th, 2005, 05:36 PM
wulfir's Avatar

wulfir wulfir is offline
Major
 
Join Date: Jun 2005
Posts: 1,009
Thanks: 142
Thanked 366 Times in 194 Posts
wulfir is on a distinguished road
Default Re: Beta ToO No1 Chapter No1: Plei Me

Quote:
Pyros said:
Hi Ulf,
the choice of support elements concerns only the first scenario of each ToO or Chapter.
I understand how the branching of the campaign will be used to provide the player with a choice of support units. It'll make the size of the campaign large(r) but I doubt that is much of a problem for most players - for us though, will we need to think ahead when it comes to the campaign end result? If the player always chooses the support option that use minor victory to advance him forward he will end up with a number of minor victories at the end, right...? In addition to the actual battle results that is...
Reply With Quote
  #6  
Old September 25th, 2005, 06:37 PM
Pyros's Avatar

Pyros Pyros is offline
Colonel
 
Join Date: Mar 2005
Posts: 1,668
Thanks: 0
Thanked 5 Times in 5 Posts
Pyros is on a distinguished road
Default Re: Beta ToO No1 Chapter No1: Plei Me

In the one-turn special scenario the result is balancing between marginal victory and Decisive victory, so the loss of points is not a problem.
In addition, in every ToO there should be 2 or 3 chapters giving a total of 5-8 battles, so a marginal victory instead of decisive, won't make the difference.
Also take into consideration that the same mechanism should be applied in the secondary battle.
The technique works as following:
The decisive victory leads to a certain path and every other level of victory leads to the other path.
To achieve a decisive victory the player should complete the main objective rather than killing the enemy forces.

But Ulf, you will see those technicalities after 3-4 days when I will post the beta.
Then we will discuss on a solid base.
The only thing I can tell you for the moment is that the feeling is unique!

cheers,
Pyros

p.s Also the size is very big...but the workload is minimal because you only need to calibrate/balance the modified (by support) alternative missions.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:12 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.