View Full Version : WinSPMBT/WinSPWW2 Designer Tips - Achilles
Cross Link Scenarios: Adjustable difficulty
Adjustable difficulty related with the player’s WIN ratio
Concept: The more the player wins marginal victories the harder the game will be.
Mechanism of Balance based on Standard map/scenario:
1. Increase or decrease of hostile units performing active patrol duties
2. Increase or decrease of replacement points
3. Increase or decrease of auxiliary support units (air, artillery)
4. Increase or decrease of fortification points
5. Combination of 2 or more of the above
1. By increasing the presence of the active hostile units (not stationary) we add more opposition to the tactical plan of the player. Patrol routines will be discussed under the appropriate AI “patrol” section.
2. By decreasing the replacement points we counter the possibility that an experienced player will play the battles without loses, leading this way to unbalanced due to not anticipated evolution of his core army (bigger effect on small battles, smaller effect on bigger battles – depends on the ratio between core army & auxiliary army)
3. By increasing the auxiliary support unit we help player to achieve his objectives on assaulting units
4. By increasing the fortification points we help the player to avoid further friendly casualties
5. By making combinations of the above parameters we may adjust difficulty in a desirable effect.
We have to work with case studies of categories of players
The best system to achieve equilibrium for players that load/save (a lot) during the game will be to create "traps".
A "trap" is the cross-link path that is the result of 3 consecutive decisive victories (or even marginals).
If a player scores something different the he leaves the "trap" and procceeds to the normal campaign route.
The check will will go for a 2 or 3 consecutive decisive victories.
The maximum difficulty will have a limit, in general the Adjustable Difficulty will lead to a combination (permutation) of 3^2=9 possibilities (3 levels of hostile presence and 3 levels of replacement points).
The point is that a player may still be able to play the game at the max difficulty level (max enemies & min replacements points) and that this increased difficulty will force the (reload type of) player to lose more often and win harder.
http://www.shrapnelcommunity.com/threads/uploads/389125-link_properties2.jpg
Summary:
The player at the beggining of each Chapter he will gain some replacement points according to the level of adjustable difficulty (d, m, v). Then he will procceed to the Secondary mission (Sd, Sm, Sv) and by the outcome of his victory(?) he will procceed to the corresponding type of primary mission (Pd, Pm, Pv). The result of the primary mission will determine the new difficulty level (of the player) for the next Chapter.
The mechanism of calibration of each primary/secondary mission according to the appropriate difficulty will work by adding a percentage of active enemy patrol forces to the the standard mission. The main task for each Chapter will be to design one primary prototype mission and one secondary prototype mission and then calibrate or modify according these prototypes according to the difficulty level or mission type.
Hi,
Here is a way to give a special flavor to your campaigns by using a special technique of branching the campaign by the use of campaign scenario No1.
In this scenario you will chose your core force and you will set the duration to 1 turn.
Then you will position all VP flags into two groups and you will instruct the player to chose one of the two in order to direct the scenario in a branch direction.
By calculating the points of the grouped VP you will be able to achieve in this kind of campaign a set of two levels of victory (in the project campaign we use a combination of Marginal victory - Decisive victory).
Then after the end of the 1-turn campaign scenario you will direct (in the campaign editor) one path for the "loss to marginal" level of victory and another path for the "Decisive" level of victory.
With this technique you may achieve different kinds of tactical aspects for your campaign.
Here is a picture of the "1-turn" selection branch that we use in the Vietnam project:
http://www.shrapnelcommunity.com/threads/uploads/388996-BranchCampaign.JPG
http://www.shrapnelcommunity.com/threads/download.php?Number=388992
Due to a leak of informations (from inside the project group), here is a BETA(playable but hard) of an early version of the first chapter of the Vietnam Campaign.
This is done for obvious reasons...
small description:
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.
Quote:
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__________1st Cav Div v 1.0*
*
___________Chapter 1: "Plei Me"*
*
Designed by Project Group*
*
Involved nations: US, SV, NVA, VC*
*
Location: PLEIKU, Ia Drang Valey*
*
Date: Ocober 1965*
*
You will assume command of a company of the 1st CAV Division. *
*
Notes:*
Due to leak of important informations, concerning a private project we are forced to post a very early beta version of a small part of the campaign.*
*
Description:*
*
In this Beta there won't be included any campaign texts, just take notice of the following things:*
1. The first scenario is the new "Campaign Branch Mechanism".*
In the first "1-turn" scenario by selecting ONLY of the two Victory locations you will be able to select what kind of support weapons you will have available to your campaign.*
*
2. Depending the outcome of the first battle (victory level) you will play a modified second battle.*
*
3. These are very tough battles...*
*
First battle: You chose the support elements in a one turn scenario*
*
Second battle: You try to avoid casualties, while at the same time you try to capture enemy base; enemy is approaching from the East, North. There will also be resistance inside the village and towards the end you will be attacked by the W, NW.*
*
Third battle: You try to defend the Plei Me from the assault of the NVA forces.*
--------------------------------------------------------------------------------
cheers,
Pyros
Double Deuce
23 Oct 05, 08:49
Achilles,
You need to put this and a lot of the other stuff you have posted into a single "Designers Manual", convert it to pdf format and put it up for download. I've tried to implement ideas like these into use when I first started designing BUT I tent to overcomplicate things. You seem to be able to explain it in such a way I can actually follow a plan (and you have pictures too). :)
Achilles,
You need to put this and a lot of the other stuff you have posted into a single "Designers Manual", convert it to pdf format and put it up for download. I've tried to implement ideas like these into use when I first started designing BUT I tent to overcomplicate things. You seem to be able to explain it in such a way I can actually follow a plan (and you have pictures too). :)
Good idea!
Artur.
Double Deuce
24 Oct 05, 13:15
In order to keep all this information together and only have to sticky 1 thread, instead of several, I am merging all the great design tips from Achilles into one location.
DD,
I got it... :laugh:
Here is a very important tip for a scenario designer:
1. Take a note-book
2. Open the scenario editor and load the map that you will use for your scenario.
3. Make a simple sketch in your note-book of the important (critical/victory) locations (nodes) of your map.
4. Name these important locations (nodes) by using numbers (limitation of 10 critical positions from 0, 1, 2,...,8, 9 _ this is the simple way)
5. Connect these locations (nodes) with lines (Connecting Lines) and name this lines by the numbers of the nodes (for example, the line that connects the location2 with the location7 will be named as R27 or R2,7.
6. Now go to the Buy menu and buy all kinds of the units that you plan to use in the scenario; one for each Connecting Line (for example for 12 Connecting lines, you could buy 12 regular infantry units, 12 scouts, 12 MBT, 12 light tanks,...etc
7. After you exit the Buy menu don't forget to buy one HQ for the enemy and set speed 0 for this HQ unit)
8. Deploy each type of your units in the beginning of each line (nodes) and the enemy HQ somewhere in a corner (hidden/inactive).
9. Save (set also the other parameters) your test scenario and exit.
10. Before you play this scenario, prepare your note-book by drawing a table A-rows x B-columns; where A is the type of units (put as label the units) and B is representing each line (put as label each Connecting Line).
11. Now play the test scenario and as you guessed your task is to walk the distance of each Connecting line with each type of units (you should always start with the fastest unit and then proceeding to the slowest / avoid traffic-jam)
12. Each time (turn) a unit of yours complete a connecting line then write in your note-book in the correct table position the needed time (in turns) for this action.
After you finish this kind of labor-work, either you will have accomplished something (of use ?) or else you will have simply lost 15-30 minutes of your life-time... :laugh:
to be continued...
Let's suppose, that you are the "lazy" type of designer and you don't like to take notes... :laugh:
Inspired by the motto "One picture equals to 1,000 words" , you could try to create the following designing tool.
Situation:
You wish to defend a location from the coordinate attacks from the enemy (AI) forces. At the same time you wish to plan very carefully the timing of these assaults.
Method:
By applying the same "walking the battlefield" principals (mentioned in the previous post), you may deploy several units/types of the attacking forces in the borders of the defending location and (after setting all other parameters) you start playing this test scenario.
You start this scenario by moving your units on the AXIS of AI assault and you should take a snapshot (printscreen) at important (or regular) turn intervals.
In the following picture you see a snapshot at turn 6:
http://www.shrapnelcommunity.com/threads/uploads/386570-Point%20attack.JPG
Here are 2 shots from the situation (zoom off) at turns 12 and 15 (Red line/Regular infantry and Green line/Scouts) :
http://www.shrapnelcommunity.com/threads/uploads/385934-LZ_Xturn12.JPG
The best help when designing topo maps are the aerial photos of the region,
because one photo equals with 1000 words! :laugh:
http://www.shrapnelcommunity.com/threads/uploads/388137-LZxrayMapDetail.JPG
This could be helpful for campaign designers that wish to use custom units.
There are lot's of graphics programs but only a few that can use LBM's . Paint Shop Pro is what I use. There are others but off hand I don't recall the names. Someone else may be able to fill you in but all my references will be to PSP
Here is a very quick overview
1] Find a photo you like that follows as close as possible the 2:1 format of the existing LBM's in the game
2] Convert it to greyscale with PSP
3] Use the SELECTION tool in PSP to outline the photo to get a 2:1 ration. At the bottom of the screen it will report the ration. When it reads 2.000 you have 2:1
4] Now RESIZE your photo using the resize control under IMAGES to resize the new PIC to 160 x 80 pixels. Once it's resized I usually SHARPEN once. When you resize use the "Smart Size" setting
5] Load the PIC palette the game used with PSP. It can be found in WinSPMBT\Game Data\Design\Palettes and is named JASC_WINSP_PICPAL.pal
6] You now have a 160x80 PIC that has had the proper game palette applied. Now you need to find an unused number in the WinSPMBT\Game Data\Pictures folder. Once you done that you can add it to an OOB
That's a very quick overview there are lot's to tricks you need to use sometimes to make a good pic. PLEASE ensure when you resize the photo that you check the box-- "Maintain the aspect ratio of 2.000 to 1. I've seen too many pics made by people that they do not do this and eveyone in it looks like a dwarf because they have compressed the height or expanded the width
Don
Here is what I propose:
1. Buy a scout (light) helicopter.
2. Buy some artillery.
3. From the scenario editor "assign as new leader" the scout helicopter to the artillery units.
4. From the scenario editor adjust the scout helicopter experience & (leader's) artillery command ratings to a value of 100.
You will have achieved:
1. Platoon leader with advanced LOS & mobility (scout helicopter)
2. All artillery units will respond to 1,5 delay with accurate on target bombardment.
The only problems are :
1. Artillery relocation at 0,2 instead of 0,1
2. The designer should be careful not to mix the command structure of the menu list (he must prepare one custom platoon at a time)
**i) Buy Heli
**ii) Buy Arty Bn
**iii) Assign Heli as leader to Arty units (take them from the Arty Bn)
**iv) Delete the remained/drained Arty Bn in order to avoid problems in force structure
**v) Proceed with the formation of the next arty platoon; follow the same steps i) - iv)
see picture:
http://www.shrapnelcommunity.com/threads/uploads/408960-helicopter.JPG
There is a special technique that I will discuss concerning the possibility to create tall buildings, fortified buildings and special terrain conditions.
While I was traveling in central Greece I took some photos from a monastery complex, which is called "Meteora" (see any connection with the word meteorite!)
These monasteries were built onto very tall rocks that formed a very strange and unique hieroglyphic.
So first let's see how we can construct high hills on top of level0 terrain.
In the map editor
1. select the impassable terrain mode
2. right-click on the location you wish to create the tall rock / cliff
3. select a high level terrain (up to level 15)
4. click on the middle hex of the impassable terrain complex
5. select again the impassable terrain mode
6. click on the middle hex in order to make it impassable (or leave it as it is and add a building hex)
you should have created something like this:
http://www.shrapnelcommunity.com/threads/uploads/407979-meteora3.JPG
next time we will construct some tall buildings.
WAYPOINT MECHANISM
Hi,
Here is an example how the scenario designer may use effectively the waypoint mechanism in order to enhance the AI.
The simplest method to apply the waypoint marks (in order to create a detailed path) is by following the "3-5" rule.
Every five hexes distance (Step of 5) you should click three times the waypoint tool on the same hex (Dn; Density of 3)
cheers,
Pyros
In the following picture you may notice the basic plan for a meeting engagment.
You will notice the main and secondary routes of AI advance.
What is not yet included is the BALANCE (quantity and quality) of forces and the TIMING of these events.
But those will be added in a later stage of the scenario designing.
For the moment you may take a look at the basic tactical plan:
http://i55.photobucket.com/albums/g141/pyroslambert/scen2analysisB.jpg
This is an example of the process of "walking the battlefield with several types of equipment.
This helps a lot in determining the "CORRECT" timing of the AI activation etc...
In order to do this, the player should deploy various type of equipment vs a non-existent enemy and then simply move all the units along the battle plan.
Next thing he has to do is to note on a paper the required turns that each type of unit needs in order to reach various important locations on the battlefield.
For this example I have noted on the (map) picture the positions of each type of material and inside the colored circled the appropriate turn.
http://i55.photobucket.com/albums/g141/pyroslambert/scen1a_number.jpg
CONTROL OVER THE LONG RANGE AI ASSETS
This one of the very important details that will help you to advance in a higher designing level.
For explaining you the whole concept, first I will give an example:
CASE #1: You have a light off-map artillery unit of 75mm How with 60 HE ammo and you wish that this artillery-formation supports the AI assaulting effort.
What would this result?
You could very well call the first arty mission of this battery to strike at a pre-defined map location on a pre-defined turn.
This is something essential that should always be manipulated from the bombardment menu.
But what will happen after this pre-defined mission?
This is where the problem is located... The AI will probably not support during the next arty mission effectively the whole AI assault action.
So, how do we deal with the rest of the AI missions?
The answer to this question is quite simple (if you have not reached the maximum unit's limit for a scenario).
Instead of using ONE artillery unit 75 mm with 60 HE ammo you have to use 10 artillery units of 75 mm with a modified ammo of 6 HE.
This can be done in a very simple way. First buy 10 arty units and the modify (in the deploy screen; "D" hot key) the main arty weapon slot by inputing the same weapon but with a reduced ammo. Then (if you have the CD version) just click the CLONE button and all your arty units of the same type will be modified as the prototype arty unit (if you have the DL version, you will have to modify each and every arty unit).
Next thing you have to do is to allocate your arty targets at a correct time sequence of one mission per turn (or each second turn), and the result of this technique wil be the following:
The AI will call only one mission per arty unit (there won't be any ammo for a second mission), but each and every mission will strike a predefined location at a predefined moment.
If you manage to coordinate your arty mission in conjunction with the AI ground troops then the result will be a very challenging overall AI behavior.
And the above example is only the tip of the iceberg because the combinations of the AI control over long range assets are quite numerous.
Perhaps next time I will tell you some advanced AI technique with the use of ON MAP artillery assets.
BOTTOM LINE
1 OFF-MAP Arty Unit with 60 HE ammo = 10 OFF-MAP Arty Units with 6 HE ammo and pre-defined missions.
Advantage: Total control over the AI support unit.
Disadvantages: It requires 10 units (if unit limit is an issue) and it also requires modification ("D") on at least the prototype (then CLONE for the CD version or Manually repeat the process for the DL version for each and every additional support unit).
cheers,
Pyros
p.s The term "support asset" includes air strike assets
p.s some other variations of the above OFF-MAP artillery model are:
i). Off-map artillery unit with 1 defined HE mission +1 Free HE AI mission at an initial ammo level of approx 10 ammo (for the 75mm gun the first arty strike consumes 6 ammo and the second will arrive at a delay of 2.1-2.4 and will consume 4-5 ammo).
ii). Off-map artillery unit with 1 defined SMOKE mission +1 Free HE AI mission at an initial ammo level of approx 4 ammo (for the 75mm gun the first arty smoke strike consumes only smoke ammo and the second will arrive at a delay of 2.1-2.4 and will consume 4-5 ammo).
NEW TYPE OF MISSION: CONVOY
During the designing of the ANZAC campaign I have developed the Convoy mechanism to perfection.
The idea is simple:
1. You need to lead your vehicles from the base side to the opposite side with the use of waypoints (although the use waypoints is better but not obligatory).
2. You need to put the majority of the VP flags in the Grey exit points under the AI controls.
3. You should put a small part of the VP flags under the human control next (after) to the previous AI flags.
4. You should put one VP flag under Player's control in an unreachable hex from vehicles, (for example surrounded by impassable terrain)
5. You should adjust the values of the VP flags according to the total value of the AI force, in such a way that the existing VP flag ratio (without any kill is 2:1 for the AI and the possible score if the player kills all AI units would result in a TOTAL SCORE (VP flags + Kills) ratio of 8:1 in favor of the player.
6. You should make sure that the vehicles will reach the exit point before the first infantry manage to reach that location (not an obligation, just a gaming option for scoring reasons). Then you must decide if you wish to set a turn limit at the point of the last vehicle's exit.
7. There are a lot of variations and possibilities of combining the terrain with the VP flags in order to create the AI exit technique (just make sure that at the end of the AI movement you restrict AI movement to the exit zone with the use of proper terrain (look at the picture).
AI movement with the use of more than 6,000 waypoint marks!!!
http://i55.photobucket.com/albums/g141/pyroslambert/FourkaPass_convoy.jpg
Detail at the end of the AI movement that dictates the EXIT mechanism.
http://i55.photobucket.com/albums/g141/pyroslambert/Fourka_Pass_Convoy1.jpg
Variant of Adjustable Difficulty Mechanism (from ANZAC project with the addition of examples):
Dual Adjustable Difficulty Campaign Mechanism **
(** as it is the 15th of July 2006)
A Brief description about the Dual Adjustable Difficulty :
The Campaign missions are bonded together inside separate chapters (historical themes).
Starting path-selection mission
The Campaign starts with a path-selection mission in which you may set the level of difficulty by selecting the appropriate path.
For example, if you select to start in the normal level then you will get a Decisive Victory and you will start the next mission with the predefined core force and 0 extra core points for expanding your core force.
If, on the other hand, you chose to play the easy level then you will start the next mission with an additional 200 points for early expanding your core force.
If you take into consideration that your initial core force costs 611 points then you may easily understand that those extra 200 points will make a difference in the early stage of the campaign.
The basic feature of the Dual Adjustable Difficulty is that for each mission there are two categories (clones) of scenarios:
1. The Normal level, in which the player will receive approx 75 fixing points (might also get some 30-50 AUX points) and will play against Normal AI.
2. The Hard level, in which the player will receive approx 25 fixing points and will play against Stronger AI (this includes more and better units for the AI and probably more heavy support assets)
The mechanism that redirects the player to play a Normal or Harder mission during the campaign evolution is the level of victory that the player has scored in the previous campaign mission.
This way, a player who has achieved a Marginal Victory or a Decisive Victory will (most of the times) be redirected to the Hard level, while a player who has achieved a Draw or Marginal Defeat will always be redirected to the Normal level.
Finally the player who will suffer a Decisive Defeat (only in combat missions) will skip all the rest of the scenarios (of that specific chapter) and will be redirected to the "Reorganization" path-selection mission of that chapter.
"Reorganization" path-selection mission
After the last battle of a chapter there will be a special 2-turn path-selection scenario ("Reorganization" mission) in which the player may trade Victory Points for Extra Core Points.
Specifically the player may choose one of the following path:
1. Trade 0 extra points for a Decisive Victory
2. Trade 50 extra points for a Draw
3. Trade 100 extra points for a Decisive Loss
Then the player will proceed with the first mission of the next chapter.
Chapter-Boost core points
During the first mission of each chapter the player will receive a BOOST in core force points (approx 100-250 points) that he may freely use for expanding his core force (at will).
Examples of campaign evolution in terms of Core points:
So in order to give you two examples of the above mentioned Dual Adjustable Mechanism, we will describe you the possible path that a player may choose to follow after he finishes the last battle of a chapter.
First example (Player "A"):
For example a player "A" has just finished the last battle of the Kalpaki chapter, which is Kalpaki #4.
Let's suppose that the player "A" has scored a draw in Kalpaki #4:
The player "A" will get 75 fixing points and will be redirected to the "Reorganization" mission in order to choose the level of extra help that he wishes to trade for victory points.
Then suppose that the player chooses to get maximum help (but he will score a Decisive Defeat), then he will get an extra 100 core points.
Finally the player will be redirected to the first mission (Normal level) of the new chapter, in which he will also get the chapter Boost of core points (for example 150 points).
This means that the player may be able to use for fixing and expanding his core force 75+100+150=325 points (but he will have added in the overall campaign score a Draw and a Decisive Defeat).
Second example (Player "B"):
Now, suppose that a second player "B" has managed to score a Marginal Victory at the Kalpaki #4 mission.
This second player "B" will get 25 fixing points and will be redirected to the "Reorganization" mission in order to choose the level of extra help that he wishes to trade for victory points.
Then suppose that the player "B" chooses to get no extra help (this way he will score a Decisive Victory), then he will get 0 extra core points.
Finally the player will be redirected to the first mission (hard level) of the new chapter, in which he will also get the chapter Boost of core points (for example 150 points).
This means that this second player "B" will have chosen to use for fixing and expanding his core force 25+0+150=175 points (but he will have added in the overall campaign score a Marginal Victory and a Decisive Victory).
So, from the above two examples you may understand how the Dual Adjustable Campaign Mechanism will work (as it is now).
Rough guide for estimating the fix points for each campaign's scenarios
TFV#N = ECV#N x 0.51
(** Total Fixing Value is the amount of points that are needed to fix an entirely destroyed core force; excluded the HQ unit)
TFV#N (Total FIXING Value for scenario #N)
ECV#N (Effective Core Value for scenario No #N)
FV#N = TFV#N x DIF#N
(** Fixing Value is the amount of points that are estimated/allocated (for fixing purposes) for any specific scenario. These points are calculated in relation with the Core force cost and the desired level of difficulty for the specific scenario)
FV#N (Fixing Value for scenario No #N according to difficulty coefficient DIF#N)
DIF#N (Difficulty coefficient for scenario No #N, for normal level approx 0.25 and for expert level approx 0.075)
Example (for a core force with ECV of 1000 points at scenario #1; hard level)
TFV#1 = 1000 x 0.51 = 510
(** this means that if all the core force is destroyed, you will need 510 points for FIX ALL)
FV#1 (normal level) = 510 x 0.075 = 38 fixing points
(** this mean that you make the assumption that during the battle of scenario #1, the player will receive an amount of casualties equal with the 7.5% of his Core force, thus you must allocate 38 core points at the beginning of scenario #2 for fixing purposes.)
ANALYSIS
The fixing principles define that a completely destroyed unit requires the 50% of the initial cost for being FIXED during the duration of a campaign.
The fixing cost is relative to the modified cost according to the experience level of a unit, so you must take account of the experience increase during a campaign. This additional cost due to the oncreased experience may be defined as a (minimum) +10 % increase of the unit's cost after the first 5 scenarios (20% for the first 10 scenarios).
(** If for example the HQ cost 56 points at scenario #1 then at scenario #10 it will cost 67 points and the TFV of this unit from 28 has increased to 34 during the past 10 battles.)
Process of assigning "FIXING" points according to the level of difficulty:
1. First estimate the "effective" core value (ECV) of your core force by removing the value of the HQ unit from the initial core force total value (you may look this at the unit list menu; this is the menu that you see when you buy extra units).
2. Then adjust the "effective" core value (ECV) of the previous step, by taking into consideration the pre-defined addition in core points (granted for expanding the core force) and the increase of the "effective" core value due to the increase of experience (approx +2% per scenario).
3. Next define what is the Total Fixing Value (TFV) for each scenario's core force value by multiplying the effective core value of each scenario by 50%.
4. Then define what will be the level of difficulty DIF (Difficulty coefficient) by making fixing rules for your campaign. I personally use a fixing allowance of 7.5% to 10% for Expert level and 25% to 30% for Normal level.
5. Now calculate the fixing cost for each scenario and add this to the granted core points per scenario.
6. The above may be relevant to the composition of a core force and have to take into consideration the survivability of your core force. This means that a Tank force needs less fixing points than an infantry force (for example, when facing AI infantry).
EXAMPLE:
1. From the initial core force list you see that your force cost 560 points.
2. You examine you HQ A0 units and you see that it cost 60 points.
3. You remove that cost from the initial core value and you calculate the effective core value (ECV#1) for the first scenario to be 500 points.
4. You calculate the total fixing value (TFV#1) of the first scenario by multiplying the effective core value by the increase of experience (+2% per scenario) and then by 50%:
500 points x (100 + N x 2)% x 50% =
500 points x (100 + 1 x 2)% x 50% =
500 points x 102% x 50% = 255 points,
(**where N is the index/number of the scenario, 1st, 2nd, 3rd, ...etc)
NOTE: if you expand the core force you should make separate calculations for each core force increment by multiplying it by [100 + (N-Ni x 2%)] where Ni is the scenario index/number of this core force expansion point allocation, OR you should calculate the fixing points step by step for each scenario by using a +2% for the total effective core value.
5. Define the difficulty level of your campaign and then calculate the fixing points (FV#N) for each scenario (note: each scenario may be assigned a different difficulty level). For instance, the fixing point for a normal level difficulty first campaign's scenario will require a [total fixing value] x 25% = 255 points x 25% = 64 fixing points, while an expert level of difficulty first scenario would required a 7,5% fixing points allocation, which would result in 250 points x 7,5% = 19 fixing points (granted as core force at the next scenario in order to be used for fixing purposes).)
6. Assuming that we have allocate 200 points for core force expansion at the second scenario and we wish to allocate another 100 core force expansion for the 3rd scenario.
Then the calculations for defining the needed fixing points for a normal level scenario #3 of the campaign should take account of the scenario#2 effective core value, modified by the increase of experience and then we should add the the expansion core force allocation points (also modified by increase of experience cost):
Direct method (for second scenario):
TFV#2 = {500 points x (100 + N x 2)% x 50%} + {200 points x [100 + (N-Ni) x 2]% x 50%} =
{500 points x (100 + 2 x 2)% x 50%} + {200 points x [100 + (2-1) x 2]% x 50%} =
(500 x 1.04 x 0.50 + (200 x 1.02 x 0.50) = 260 + 102 = 362
Then for normal difficulty (FV#2) = 362 x 25% = 90 fixing points points for scenario #3.
Finally you should add to these 90 fixing points the increase you wish to allocate for core force expansion at scenario #3 (which is 100 points) and you must input in the campaign editor a value of : -190 at the scenario slot #3.
Indirect method of calculations (Step by Step):
Continuing the previous example:
Effective core value for scenario #1 (ECV#1): 500 points (ECV#1)
Effective core value for scenario #2 (ECV#2): ECV#1 x [100 + 2]% + 200 = = (500 x 1.02) + 200 = 510 + 200 = 710 (ECV#2)
Total fixing value for scenario #3 (TFV#2): ECV#2 x (100 + 2%) x 50% =
= 710 x 1.02 x 0.5 = 362 fixing points for scenario #3 (TFV#2)
Then for normal difficulty (FV#2) = 362 x 25% = 90 fixing points points for scenario #3.
Finally you should add to these 90 fixing points the increase you wish to allocate for core force expansion at scenario #3 (which is 100 points) and you must input in the campaign editor a value of : -190 at the scenario slot #3.
So you have see that you may use any of the two methods (Direct or Step by Step) for calculating the total fixing value (TFV) for any/all scenarios.
Since this kind of projects (scenarios, maps, campaigns) are addressed to the public, you should not neglect to promote your work to the audience.
You should try to keep a development diary thread, in which you should make announcements concerning the progress of your project and you should also post there screenshots and whatever you consider useful to raise the interest of the audience toward your hard work.
This is how I promoted the ANZAC Campaign by keeping a Project diary:
Project Diary: Anzac Campaign (http://www.gamesquad.com/forums/forumdisplay.php?f=254)
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