davouthojo wrote:I found I was playing differently in multiplayer - instead of puzzling out the thrust/combos that get you a BV, attrition played a bigger role - try to eliminate the powerful enemy units just to get a win before the last turn.
I agree, this is especially true for the PvP scenarios. BTW, one thing I found was lacking from multiplayer: An option to surrender or premature end when some side loses ALL units. If one side is eliminated the game just goes on until the turn limit has been reached. This can be pretty pointless.
Another idea that would only make sense in multiplayer: What about some multiplayer scenarios that are much bigger and cover a wider sector of the front? These wouldn't be manageable for the AI, but they'd work in multiplayer.
EDIT: Tried out online play with my brother today, this time a couple of singleplayer scenarios (Zhitomir, 3rd Kharkov, Stalingrad, Uranus) including one community scenario (Spring Awakening). I think at the moment SP scenarios work a bit better in Multiplayer. And I don't mind playing the defender. Some of those games were pretty tense. Please add more PvP scenarios and refine PvP a bit more! Multiplayer is great because like in Frozen Synapse the games don't take ages which is better suited for MP than say for examples scenarios of War in the East (which can be played via Play-by-E-Mail though).