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  #1  
Old May 21st, 2006, 03:51 AM

snake snake is offline
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Default Would like to see?

I love the game but the battle choices seem very limited compared to everything else.
You can assault, advance, meet, delay and defend. Plus, your 'choice' always 'forces' a choice on the defender.

First, I suggest adding a few other choices if possible.
1. Add the 'breakthrough' where the real VP's in a scenario are garnered by reaching exit hexes where the attacking units try to leave the map.
2. Add the 'breakout' where you are 'surrounded' by the enemy and need to reach some objectives through enemy lines or just hold onto some central objective with/without a relief force. (Not the always I'm on one side - you on the other set-up.)
3. The infamous city fight (like an advance or assault)where you struggle building by building to objectives much like Stalingrad but include some multi-hex, multi-story buildings.
4. A rear guard action (like a delay) but where the defender exits off the map for points.
5. A 'search and destroy' (like a meeting engagement) where both sides have some immobile high value free units deployed by the computer that you have to defend as well as try to get the other guys high value targets. VP's on both extreme sides of the map (perhaps with a few low value VP's in the middle).

Also, you could vary the options by not tying the defender to the same 'opposite' choice ( i.e. assault always meets defend).
An assault map and mission choice doesn't guarantee the defender will have a 'defend' choice.
The attacker might be met by a defend (50%) but it might also meet a delay (25%), a rearguard (10%), an advance force (10%) or even an assault force (both sides think they are anyway and choose forces based on what the mission says you are doing (5%).

The AI could handle this by simply putting percentages on possible 'opposing side' missions as above and using some creative VP placement on map generation to allow for other mission types like breakthrough.

Just an idea and I'm sure others have more. I would just like to get away from the few hard-wired missions in the game when everything else like the OOB's are so full of choices. I guess I'm aiming at the campaigns here and generated battles against the AI.
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  #2  
Old May 21st, 2006, 04:27 AM

Charles22 Charles22 is offline
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Default Re: Would like to see?

1. You may be able to achieve that basically by placing the victory objectives on either the extreme edge of the enemy side, or the hexes next to that. I'm not sure what that would do to the AI though. I too would like to see a bypass sort of game, but if moving the objectives work it's real good because you can then combine that with the basic mission you already get. In the campaign I believe with each battle you can alter the objectives to whatever you want and then the AI will deploy to cover those (let's hope). If nothing else it does show how moving the objectives can change this game in a fairly major way and should spring up other ideas.
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Old May 21st, 2006, 07:25 AM

serg3d serg3d is offline
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Default Re: Would like to see?

I also would like "hard/hardest battle option" where you can double amount of AI points, and get promotion for it.
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Old May 21st, 2006, 07:57 AM

Charles22 Charles22 is offline
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Default Re: Would like to see?

There was a time where I did that with SPWW2 or SPWAW, but I can't remember how it turned out. The most obvious way I can think of is to change preferences.

For example, you type in your campaign force size, let's say 3000pts and then type in the enemies, if double, then 6000pts. Now if you run into a battle that gives an enemy attacking you normally 3X your points, I do not know if it will work off that 6000pt number or not, but my guess is it will (which would make the enemy then with a 6X advantage).

BTW, I'm imagining that the only way you can make sure your force stays at 3000 (or whatever) and the enemy double that, is to look there everytime between battles. It may never change, I don't know, but I recall I've had trouble with my core amount changing before but I think it was only when I was starting a different campaign. IOW, I think it always keeps your core number from battle to battle, but once you jump to something else, instead of keeping that number as it was, it goes to the default. Whether that's an indication that the enemy's double force will stay that way or not is a guess, but I'll guess just for the purposes of one campaign battle after another, it will keep the 6000.
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Old May 21st, 2006, 10:21 AM

serg3d serg3d is offline
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Default Re: Would like to see?

Quote:
Charles22 said:
For example, you type in your campaign force size, let's say 3000pts and then type in the enemies, if double, then 6000pts.
It wouoldn't work. In the campain alocation for second player is ignored. Force value of first player used instead as a base. Check "Points allocation" thread. For now the only way to make AI use more points is to increase cost of all units in the OOB.
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Old May 21st, 2006, 11:00 AM
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Sgt_Walrus Sgt_Walrus is offline
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Default Re: Would like to see?

Hi Snake

It is possible to get many of the battles you mentioned by playing PBEM.
Even a "normal" PBEM battle is a far more intense challenge than playing against the AI.
Negotiation can lead to many different battle scenarios.

As well as normal Meeting Engagement, Defend/Assault and Delay/Advance PBEMs, I have played with no flags, hunt the ammo trucks, push through a convoy, sniper war (25 per side, no flags), armour only, long battles, short ones, super realistic (from factual OOBs and historical situations), crazy "what if?" and civil wars...just to name a few.

I will play anything as long as each player has a chance for a win. Your limit is your imagination.

The game has many variables and is able to be edited in many ways. The more you experiment with different ideas, and post the results here, the better it gets for all of us

At the same time, Don and Andy have massaged this game and it's very old-school code a long way from it's roots. Some things are just impossible to make happen without changing many other things in the game/coding as well...and not for the better. So a lot of work needs to happen for a change to be made.
The great thing about this game and these designers is...at least you get to ask ...and get a response!!

Cheers
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