Hello, I was not sure if I should have posted this in the "Comments" Section or create a new thread for Suggestions.
I was wondering about the plausibility of creating more scenarios or even a campaign or two centered mainly around Urban Combat and or "Street-Fighting". I say this because a few of the things that have helped me to love this game is the Strategy, Realism and Immersion that is incorporated into the battles and narratives. Combined, each Campaign can be like a meaningful story that by the end, you feel as if you learned/experienced something impactful and each scenario a piece of a total work of art. I think this makes campaigns very replayable and enjoyable even many times through. In order to achieve this, there are some aspects I believe can be either upgraded, tapped into or discovered to make the game even better. At least for me, every campaign and scenario I face I feel as if I learn something that contributes towards a global understanding that can help make me a better leader.
Ok So basically I'm just not going to write a (real) essay because that turned out bad lol. Essentially, I believe there is a lot of possibility in creating a very challenging, meaningful and replayable campaign in the total events that unfolded during the Battle of Berlin using a previously-used but expanded methodology of warfare, using cities as battlegrounds.
A campaign and its scenarios I believe have shown and can do a lot to recreate history in such a way so that respect can be payed to either or both the soldiers/people and event at hand, and as well, help the player refine not only their skills using real doctrines of warfare so that they can grow to become good at the skills and game that they love, but also help the player experience life-changing or meaningful events that essentially promote metacognition, personal growth, and promote Intellectual and Emotional intelligence to a situation at hand.
In short, our world is full of sociologic data that might be described as "delicious" by a sociologist. During the Battle of Berlin, I think there is a lot of perspectives to learn, re-think, portray and ultimately recreate an almost immersive story and gain that kind of feeling you get when you walk out of observation/interaction, whether in front of people, movie, or life-experience.
To achieve this, I believe using cities is a highly acceptable model to build around. I will explain about Size, Illustration and Application of real combat mechanics.
As for size, before, cities took up anywhere from 1/20, 1/3, 1/2 or even up to 3/4 of an entire map. In this campaign, most scenarios will be entirely of city, especially the deeper into the storyline it goes. Total map sizes as well may be be greatly expanded from a view that includes a few miles outside the city and the city itself, with a few but not too much scrolling room. Instead, map sizes as an general idea may be much larger, to incorporate the idea of fighting for "every block", to encourage the usage of "dramatic, cinematic and realistic" storytelling through the artwork of the environment and for enough space to incorporate combat mechanics, such as effective roadblocks, using rubble as cover, bombed out roads that tanks might have trouble going through, using buildings as cover, the difference between large and small roadways, etc.
As for Illustration, cities beforehand provide a sense of immersive detail in the idea that individual buildings can be identified by shape, size and color with much intricate detail to feel as if you are fighting for and in a realistic city. Because the I feel the indended direction for the Battle of Berlin is to be a very serious, somber and enlivening experience, more care (but a very great start) is needed if the storytelling and war effort is to begin on this level. Three areas I would start would be in historical construction recreation (what the city was really like back then), the application of visual affects like fire, bombed out buildings, signature buildings (Legislature, Cultural, Dramatic, etc), vegetation like trees, kind of as if you had a birds eye view. People put work into their cities and as much, the damage that may happen also deserves that detail that it interacts with. In this way, we may help to immerse the player by showing a grim, real and demanding battlefield that keeps in close contact with helping the player achieve higher thinking through a simulation with decent effort, even if this is a "game". In this way, a scenario labelled "Last Stand at the Reichstag" or something like that, people would have a combination of a specialized environment for that scenario as a scene in a movie would. As well, when working with Immersive Narrative, people are thinking not only about what is going on, but what may happen at the end, what could have been, why people fought for what they did, etc.
Lastly, if all this works out, then utilizing known and experimenting with newer combat mechanics might take place. As mentioned above in the "Size" paragraph, if combat mechanics about to be explained deeper synergised properly with orientation with map space and illustrative detail, the player could practice and experience a warfare (where many elements have already been well-demonstrated on other maps of campaigns), getting around blown bridges, managing enemy defenses through use of highly built up rubble, sandbags, hiding in buildings, being squeezed into smaller spaces, fighting in large open spaces like plazzas, using trees or shrubbery around a public garden, etc. Mainly this would be used through the fortification mechanics that increase as a unit sits in time. Others might take place in common mechanics demonstrated commonly as roadblocks, or in Port Said, a broken down tank, the illustrations and etc possibilites are many. The only thing is bringing up to a larger degree and where usage is more common. A possibility is the idea of having defenses built, and if you leave, though the unit is no longer protected, it could retreat to previous defensive positions unless destroyed by say a combat team, etc. The idea of having infantry convert back to "entrenched" form is a usable idea in certain aspects and considerations, although it is troublesome as of now because infantry or other units do not "stay" entrenched, but after the turn ends, they immediately pop out exposing themselves. The possibility of new units aslo comes about with the advent of possibility of using builings, specialized units not readily available to buy, such as level bombers, ships, turrets and static ground defenses, snipers could be used. Though this is just an idea.
Essentially, the Battle of Berlin was a closing to the war in Europe, but also a testimony and important lesson to where people gain hope, freedom and how the core things people value and inherit in their lives can shape not only their own lives, but the entire world. During the last stages of the war, many Volksturrm units were used to raise moral and bring up military manpower, as the name presents. The reality, is that many were undertrained and underequipped. Some were veterans of the first world war or survivors of the current war. In some instances, they provided a tenacious defense and in others, were swept to the side. Some were raging fanatics and others citizens tired, but willing to put up a meaningful fight they could spend their last breaths taking. I believe, that in order to understand humans as part of a most efficient way, one should not throw away information based on considerations that one tries to use as just a general cover instead of going deeper. Back then, what those people believed in meant a lot to them in many different ways and instances. Life is complex, and destruction is complex. No data is useless, even if it comes from an infamous origin or unsavory position. To understand how many people think about something is a best defense to make sure that we do not make those same mistakes. I think by telling a story from both the germans and soviets point of view, people can grow to understand a deeper reality to war and the people involved in it. Similarly to the explanations given in the "Liebstandsarte" campaign, I do not condone any or glorify any activity that the Nazi's or Soviets used during their time of war, nor will I ever. I simply mean this to give respect to the people and the data involved that provides great potential for everyone to learn from in a limited recreation, both intellectually and through the playthrough of the campaign.
This sounds like a lot of work, and I can certainly give a much more detailed and organized explanation if this seems like something you would like to do. If this particular scenario looks good and you would like any help I can render, I would love to help out and even learn how to help program this game. However, if this is not, this is fine. If you just want to take the aspect of larger and more involved city battles and use it however you decide, this would also be 100% good and fine. I hope you read all of this, I lost a couple of hours writing this "thing" lol.
I love the work you and your partners do. Also, if possible, please tell the makers of the Italian campaign, invisible victory hexes that even narrative text struggles to hint at subtract from experience when used improperly, rather than building upon it. Making them so that you inevitably have to run into them or so that they are significantly hard to miss when consideration variation in successfull operational maneuvering on the battlefield. Just incase they make another campaign :/ .