Memh, yeah, you're probably right. It may be not worth to salvage VC2 when VC3 exists. But calling it VC2 would be super confusing. Maybe they should completely start a new line without numbers and just with subtitles as distinction. They should know now that there are plenty of people on the consoles and PC who love the gameplay and the franchise.
For now, a new sequel to the original based on unresolved plot elements (aka Radi Jaeger disappearing) would do best. VC2 and VC3 will always have its fans who can emulate the games at high resolutions and who have a fan translation patch for 3. Meanwhile, the casual VC fan probably skipped or didn't even know about the PSP games, and would like to play a sequel up to snuff or better than the original. VC sold around a million copies worldwide on PS3 with limited marketing, though such numbers didn't come quick; it was SEGA's unwillingness to wait and observe other markets that led to the PSP games being greenlit, and for the worse. I wouldn't mind SEGA forgetting about them, so long as sequels to VC1 acknowledge the major plot points of 2 and 3 when necessary.
The real problem here is that the game is designed in a way that encourages you to only make use of a few units per map. In most maps I ended up with a bunch of units just standing around the start location because actually using them was a waste of CP.
On the other hand, knowing how easily you can break each mission opens up possibilities for challenge runs. The best modus operandi for new players is to play how they wish on the first playthrough, then get 100%-complete in New Game+ when things are just plain easy. Not going to defend VC's horrid ranking system for confusing players and not rewarding them for sensible tacticsnot scout rushingbut the game's very enjoyable once you have an idea of what's most enjoyable.
Surely once we figure out the mission scripts it ought not be too hard to adjust the turncount rankings? Though I suppose once we do that it would be obligatory to figure out ways to compensate for that so it doesn't just simply make A-Rank scout rushes easier.
Modifying the campaign and figuring out how to create new missions/campaigns will be a different beast entirely, but a very fun one if mod support's as decent as I hear. Changing in-game stats and behaviors would involve disassembly, I fear, which means it's out of the question for even the hardiest of hackers.
Yeah, decreasing the rank bonus and increasing the kill bonus seems like a decent change that wouldn't break anything but discourage rushing strategies.
Absolutely. Finding the aces in each map isn't easy when you're aiming for as few turns used as possible.
Whoa now, that sounds like it would be crazy hard to balance into the game. Let's just stick to tanks.
In Europa, planes are still an experimental showpiece of military R&D, not even having reached civilian levels of access. If sequels in Fhirald and elsewhere (we still don't know much about the Federation) take place just after or well before EWII, then we're not going to worry about planes anyhow. EWI might be a bit limited because of trench warfare and the subsequent emphasis on first-generation tank hardware and customization, though.