Hiya,
great idea, perhaps I may add additional suggestion that fits perfectly to this original one:
How about creating a quasi-dynamic campaign environment with minimal efforts for the ED team :) ?
Okay, what do we need ?
1. At the end of each mission a textfile "<Missionname>.gol" (or whatever) is created that contains in each line "Goal xx = SUCCESS/FAIL" (optionally with additonal descriptors). It simply states whether goal #xx has been fulfilled or not.
2. In the Mission Editor, you can choose a preceding mission in an option field, after which the placement options for a unit have an additional field "Place only if goal <dropdown list from 1.> is <SUCCESS/FAIL>". Of course, in a campaign, the preceding mission is given by the campaign itself.
This is the core option, that allows to optionally place units/object depending on whether a previous mission goal has been accomplished (or has failed).
3. After each mission, an external .exe-file with a given name is called - this could be the mentioned mission randomizer.
These three options should be relatively easy to implement (with 2. probably being the "biggest" effort) and will give the option to create a sequence of missions that allow a quasi-dynamical flow of events. Together with 3. the missions could even be completely dynamical.
What do you think ?
Greetings,
-Axel-