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Old July 9th, 2005, 04:50 AM
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Default Campaign Concept (Inter-active Campaign)

Campaign structure

4-5 Theatre of Operations (each) consist of:
3-6 Chapters (each) consist of:
2-3 Missions (following the order of Secondary, Primary, Bonus)

Replacement points are given at the start of each Chapter.

The outcome of the Secondary mission will lead to a choice of 2 or more (slightly different) Primary missions and will determine the Primary mission type.

The outcome of the Primary mission (may lead to a Bonus mission) will determine the next level of Adjustable Difficulty by re-directing the campaign to the appropriate (level of difficulty) Link Scenario.

Each Theatre of Operations may include an increase of organic core force units for the player�s army. This will simulate the promotion factor and the evolving level of command. The player will start the campaign commanding a platoon and the evolution of his army will be the following:
First (Introductory) Theatre of Operations (Command level): Platoon (Fixed forces)
Second Theatre of Operations (Command level): Company (addition of fixed forces)
Third Theatre of Operations (Command level): Battalion (addition of fixed forces)
Fourth (Alternate history) Theatre of Operations (Command level): Reinforced Battalion (the player will receive a lot of replacement core points and he will add his own selection of forces (open force selection)


This hybrid campaign will be based on new concepts like the followings:

Adjustable difficulty

Progressing evolution of Core army (3 fixed force stages plus one open force expansion)

Different Theatre of Operations with different maps and style of combat (3 historical and 1 alternate history)

Types of Mission (related with the campaign structure; not the thematic type): Primary, Secondary and Bonus

Replayability of Campaign/Mission based on a special technique.
Description of the technique: multiple low probability hostile reinforcements located in several locations near the edges of the maps plus the same technique on installations like NVA Bunkers, Camps, Ammo caches, villages etc... This way no map/scenario will ever be the same and the difficulty of each scenario will have a random variation (factor of uncertainty)

Advanced mission designing techniques in relation with the simulation of AI behaviour.
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