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Re: What about interactive Tactical Combat ?
Because I'm a kind of person who values comfort over work:) If something is easy/comfortable enough for the gain, I do it, if it's not I skip it.
If using such an advantage is mandatory to be competitive and it causes too much discomfort, I quit playing. I doubt we'll ever reach that situation, although a careful planner AND user of this feature (simulating incoming battles) would have an enormous potential advantage over people who don't do it. |
Re: What about interactive Tactical Combat ?
I think a battle simulator would be a great advantage, to certain players. And a bad thing for the game overall.
That said, did anyone notice that I posted a link to a battle simulator? I dont think Johan needs to bother making the editor simulator into something user friendly and adding it to the game tools menu. |
Re: What about interactive Tactical Combat ?
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Re: What about interactive Tactical Combat ?
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An easy to use battle simulator would be one step towards that. Certainly not even close to all the steps, but one step nevertheless. |
Re: What about interactive Tactical Combat ?
With the amount of option in Dominion is unlikely that a "Perfect" strategy will ever be found. Sure there are optimal strategies in specific situations. Finding these and being able to actually create the scenario to your advantage is what strategy gaming is all about.
I think Graemes post sums it up perfectly. I would simply add that there are already people that ENJOY building custom maps to run battle tests. So in essence that advantage already exist to the dedicated (obsessive) player... having an easy to use simulator will lower the bar on the how much effort it takes to learn the "tricks" and allow more players access and UNDERSTANDING of the mechanics. |
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Re: What about interactive Tactical Combat ?
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But we're not proposing a cheating device, we're proposing a tool that would make it possible to ask, "hey, what would happen if I had an army of X, and gave it such and such orders, and pitted it in such and such conditions vs an army of Y". This is completely different, and would be used, to various degrees, by people, depending on how much they want to get a feel for how the units' stats turn into performance on the battlefield. Depending on how much they wanted to get better at the game, some people would spend a lot of time with the simulator, and others wouldn't - and it's absolutely not certain that those who spent the most time with it would end up winning more, because some have a better tactical or strategic mind than others. But it would make the option available. |
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I'm personally against all 'unfair advantages' in all games, very heavily against. As you might see since I consider this one. I have zero problems doing that kind of analysis just for fun for yourself or perfecting your strategies. I however have a problem with it if you are pitting your army against what you know about my army, and win because of that. It's a problem of principle, nothing else. |
Re: What about interactive Tactical Combat ?
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As it is now, the lack of integrated tools makes scripting a map as a learning tool, just as tedious as scripting a map to do some powergaming testing. I'm pretty sure that a reasonable tool would make the learning tool usable without taking the boring part out of the powergaming testing. Quote:
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Re: What about interactive Tactical Combat ?
In all likely hood any sort of automated battle simulator would not account for things like orders and spells. Or even accurately representing how units target and gange up on each other.
However you could do some basic functions for MELEE combat (by simulating the mechanics) where you could see things like "how much difference does adding 4 protection (Legions of Steel) to my army make". Something like that you could set to run 50 times and get the average results. For a "REAL" battle simulator you will likely need to use the MAP method. I've got an idea for a tool that would help automate the map creation with the units you want, but you would still have to manually position the armies and assign all the orders. I suppose if you could recreate the Battle field placement and order assignment in your program, build the turn files manually, send and run them through a Dom3 server for processing, parse the battle results and automate this entire process you could get something more advanced... but that sounds like A LOT of work. Frankly if someone is willing to spend time "practicing" things why shouldn't they be a better player then those that don't want to "practice". I think almost any game or sport works that way. |
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