What kind of campaign format do you enjoy most?
I've thought of some examples of campaign modes off the top of my head:
Money maker - You have a certain amount of money that is increased after each mission based on your performance/what you found in that mission. You are free to dispose of this money as you wish, typically the choice ranges from adding units to your team, adding enhancements to the team members/units, buying technology/weapons or ammo (i'm pretty sure this was the format in tank wars)
No gains - where each mission/battle is followed by the subsequent one with no gain/advantage/enhancement of any kind accrued from the previous one. In this way, the designer is setting up the challenge for the player for each mission to be based on their skill in completing that mission without the aid of any advantage hoarding. (Thinking of advance wars here, you can't carry any advantage over to the next mission, even if you built 50 neotanks)
Survivalist - You begin the campaign with a large amount of units that you cannot replenish, or only get very limited oppurtunities to do so, and once the unit is lost, they are lost forever - so the skill is in trying to make it through all the missions, losing as few of your minions as possible.
Band of brothers - You start with one unit/or a small band of units that you can add to as you progress through the game. The units can be lost forever if they die, and sometimes saving a unit to join your team requires going out of your way. So this is similar to survivalist except the aim is to try to increase your forces with all the oppurtunities that arise because your initial forces alone will not be enough
Rpg style - an experience/levelling up system that rewards skilful performance with bonuses/enhancements etc, thus the better you perform, the easier you make it for yourself later on.
Edited by sisyphus, 14 August 2012 - 01:43 PM.