Ok let’s see…
A few of y’all have mentioned some stuff already that I also think is important for a DC. Note that some of the stuff I mention is already present in DCSW or similar games, I’ll mention it anyway. Some of it may be rather easy and some of it may be almost impossible.
Here are my first thoughts on it:
- Battlefield. A Battlefield is not only the map, but also regions of the map of significance for either or both sides. That significance might be strategical or tactical.
a - Territories
I’d like to see a function in a dynamic campaign editor for marking territories and front lines. Think of it like areas in Cities:Skylines or similar games. You take the map and draw colored (blue or red or whatever) polygons on it. Those are the territories. An airfield for example might be controlled by either or none of the sides.
An area counts as under control of an army if at the end of a mission there are more units (or certain types of units) in the area.
b - Terrain types
The simulation should know what a mountain, a forest, or a river is. I don’t need a “destroy tanks” mission somewhere a tank cannot drive, like on the slopes of the Elbrus or something.
c - Areas
An industrial area and a residential area might - or might not - be different. Counter-insurgency missions might happen in both, others probably won’t.
A target for a strike is more likely a factory than some random building somewhere in the city.
d - Infrastructure
Destroyed roads/railroads/stations/airfields will damage supply lines.
Destroyed power plants may cause a blackout in the city.
The creator might get to place radio towers and command posts in the area, and the simulation will place appropriate air defenses around those, depending on tech level and campaign type.
d - Persistent damage
You might start off with destroyed roads, buildings, airfields and so on, and if something is destroyed in a mission it should stay like that unless there is a way to repair it (which might be triggered by time or by a certain mission type) This should be easily editable as well. Choose a region and a percentage of city damage, click OK. That’s what you start with. That status might change throughout the game.
- Assets and resources
- Prefabs like air defense groups, infantry, air defenses and so on.
- aircraft, pilots and weapons.
Some of those might be not in theater at the beginning but - for example - be available once an airfield is secured.
- Assets might be limited
- Mission creation
a - on start
The first thing is building the battlefield. The user would make inputs like the number and tech level of air defenses, infantry or tank bataillons, and/or choose a basic type that determines such stuff. In “border conflict” most troops will probably be near the border and have fortifications and tanks and artillery in place, while the “civil war” scenario will focus on smaller forces and more infantry spread over the whole battlefield, with the territories much more scattered.
The main objectives (victory conditions) might be chosen from a dropdown list (survive for some time, capture all airfields, destroy or air fields, destroy some number of other assets, control an certain percentage of the map)
The first few missions might be chosen by just looking at those above victory conditions.
b - based on events/assets
If an own plane was shot down in an earlier mission that can create a CSAR/SAR mission, which uses one or more rescue helicopters that might or might not be directed by a AFAC and might or might spawn an escort mission. That greatly depends on the distance to enemy/own territory and/or airfields.
If the enemy in the target area is mostly infantry there will probably be more AFAC missions.
The mission creation algorithm will take a look into air defenses and not send A-10Cs into an area where there are high tech air defenses, if possible. It might take the risk if it is an area with hills to hide behind and advice to fly low and/or send some SEAD mission.
c - based on territory control
- If one side controls an industrial area and infrastructure there can be convoys with resources moving to another area of the same side. If an enemy area is within a certain distance that might create infantry groups attacking/defending those convoys and that might create BAI/strike/CAS type missions.
The factories in those industrial areas are also targets for strikes.
If the enemy side doesn’t have any airfields there probably will be no CAP missions.
If the own side has no airfields that might create a mission to conquer one.
After each mission the engine will try and place assets for both sides in a place that allows it. It takes into account if convoys made it through the mission and if areas controlled by the own side are adjacent to own, or enemy territory. There is a rule set that says which kinds of units might be placed there. Small infantry units might sneak through and “spawn” in such areas, a tank division probably won’t.
If an area is isolated the AI might decide to pull out troops, or reinforce it by creating transport/paratrooper drop missions (+ AFACs and/or escorts by helis/fighters) or by letting a tank company attack the area in between.
It is possible to create a ruleset for such situations that will - at least in the majority of cases - make a not-too-bad decision.
Now these are only thoughts, and many of those are pretty advanced and MUCH more than what would be sufficient to make me a happy simmer. I will elaborate on that a bit more, soon.
Thanks for reading and for the valuable replies we have in this thread already. Now reading through all of your thoughts. 