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Game Changing Events


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I like SC2s potential for player created randomly selected game changing events that will prevent players from always using a single strategy to achieve victory.

Example:

Event 1: What if the Baltic States joined the AI controlled Axis? (5% when Poland Surrenders)

Event 2: What if Turkey joined the AI controlled Allies? (5% After Allies liberate Brest in France)

Event 3: What if Iraq revolts to join the AI controlled player? (5% after France Surrenders)

Event 4: What if Spain joins the AI controlled Axis? (5% after France surrenders)

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These should all be possible.

There won't be a general AI-check in the game to determine if certain events should be on or off depending on whether the AI is controlling a particular side. However, the good news is that all of the events for a scenario can be toggled on or off at the start of a game. So it will be possible to add customized events for greater personal challenges and use them as desired.

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Many thanks for the information. One more question. smile.gif

Is it possible to link several events to the occurance of one event?

Example 1:

Today the foreign ministers of the USA and Japan signed a trade and cultural exchange treaty to encourage trade and promote better relations between these two countries. (10% August 1941 if USA is Neutral)

--- If USA / JAPAN Trade Treaty then War in Siberia Activated, no Siberian transfer. This reflects a decision by the Japanese to invade Russia as they do not have to worry about a war with the USA.

--- If USA / Japan Trade Treary then USA gets bonus Carrier, bonus Cruiser and bonus HQ Unit (McArthur). This reflects the redeployment of assets from the Pacific to the Atlantic due to reduced tensions in the Pacific.

Also, in GalCiv, another game that allowed for player created random events, players had the opportunity to select one of three responses to a random event. In fact, all events had to allow for 3 player selected responses. Is something along this line being considered for SC2? ;)

In SC2 terms this would be similar to:

The Turkish Ambassador has informed us that his government has come into possesion of information that would help our war effort. They would be willing to share this information in exchange for proper compensation.

a. Send him away. (No Effect)

b. Offer Turkey 50MPP in economic aid. (25% you see location of all enemy air and naval units during your next turn)

c. Tell him that we will give his country 200MPP in financial aid. (90% you see location of all enemy air and naval units during your next turn)

[ February 17, 2005, 02:22 PM: Message edited by: Edwin P. ]

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Hey Edwin, I just wanted to say I really do appreciate your enthusiasm for the upcoming release of SC2 smile.gif , and while these are all fantastic questions, I'm still a little hesitant to commit answers to any of the above feature ideas/questions (one way or the other) until the final beta is complete as things could still change.

Either way, hopefully we can all give you more definitive answers sooner rather than later ;)

Hubert

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HC, many thanks for your reply. I look forward to reading your answers when the time is right.

In the meantime, here's an idea to think about:

When playing with the fog of war, diplomacy and counter diplomacy will have a realistic and frustrating feel as you may never be sure of what your opponent is doing and why your diplomatic efforts may have failed. In addition, and to increase the importance of diplomacy, various activation levels will also enable other events to occur.
So, why not have the status of Japan influence the game?

Thus Germany might want to expend diplomatic chits to encourage Japan to attack Russia. The Allies might want to expend diplomatic chits to encourage Japan to attack the USA.

And why not have the USA player able to select a strategy for fighting the war?

Once the war begins the US player might choose to historically focus his forces on the war in Europe.

Or the USA player might choose to focus his efforts on the war in the Pacific. If he selects this option then the Russian Siberian transfer occurs early but production available to the US player is reduced by 50% until Japan surrenders.

Or the USA player might select peace with Japan. This would eliminate the chance for a Siberian Transfer and increase US production by 50%. Of course, the Russians might be defeated in the East and Japanese units might appear behind their lines in the Urals.

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I think it would also be interesting if the German player moved a submarine to the Horn of Africa and X turns later a Japanese sub appeared in the South Atlantic. If this Japanese sub reaches an Axis port then the German player would receive a bonus tech chit or two.

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