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  #1  
Old May 21st, 2006, 04:16 PM

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

Walrus, Charles,
Yes, real people are the best cannon fodder but I also like playing the AI and would like to see more mission variety. If that can be achieved by just moving VP hexes, then certainly a little computer assisted 'moving' is possible. After all, If I move/set the VP's all the time then I always know.
In my blitz or rear guard examples, the exit hexes would be hidden from the opponent so you couldn't just sit at the exits. It would also add true fog of war as some battles would involve less contact and more hunting or blissfully blitzing along a road until......(hey that's what the scouts are paid to do) In fact, it would be neat if some of my victory hexes were hidden from the enemy until I take them and vice versa. OMG! They are behind me!
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Old May 22nd, 2006, 02:10 AM

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

I'm not sure what you're talking about snake. The fact of the matter is the objectives are 'always' on the map, even when deployment starts. Unless the AI has already set it's forces before you set yours, which I don't think it does (assuming you're playing player one), it will adjust to you moving them. There's nothing to explore, the objectives are always visible as I say (I'm not sure if they are during 'purchasing' but at that stage it doesn't matter) and the only way to eliminate them is if the game will let you toggle them off (if it does). Of ocurse toggling them off would be quite silly, unless the AI is blind to them also when you toggle them off. I have my doubts that the AI is blind to them at any time.

I don't think you accomplish anything having them off, other than to clear the hex so you can more readily see the terrain underneath.
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Old May 23rd, 2006, 01:44 PM

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

Charles,
Exactly, the VP's are always on the map and visible even during deployment.
That's what would be cool - if some or all VP's based on mission type were chosen by the computer but were not visible on the map during deployment or play.
In other words, neither side knows where the random VP hexes are until a unit enters the hex then the flag appears owned by the side entering the hex.
Or, for my blitz mission example, I can see my exit hexes VP flags on the map where I must exit units to earn points but you, my opponent, can't see those flags. You know I'm blitzing and I have one or two exit hexes somewhere on your side of the map but you don't know exactly where (real life FOW). So you have to protect your side without knowing exactly where I will strike. I need to blitz through to my hexes before you figure out where they probably are based on my movements (watch out, could be an end around fake...).
A meeting example. We both deploy on a map without any visible VP hexes - they could be anywhere. We both maneuver and 'wham!' I enter a computer generated hex and the flag pops up in my country colors. You suddenly see it too and it's behind you! Imagine the possibilities compared to a map where we both see hugh clusters of VP's from the start.
That's my idea. Similar to scenarios where the creators pick hexes to generate when certain conditions are met.
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Old May 23rd, 2006, 08:06 PM

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

Well I'm glad to see that you actually meant what you were saying as opposed to just mis-speaking. Yeah, a game like that might be pretty interesting, but if it's the lack of knowing where he will strike syndrome that you're looking at, that can largely be accomplished through things as they are. The scatter-shot VP's make knowing the angle of attack not easy to figure out. To top that all off you can place those VP's anywhere you want, if for instance you wish to achieve such a spread where he can't possibly defend them all very well.

One last factor weighing against your idea is the historical factor. While it's true the enemy won't know in most cases where the attacker will strike, the attacker has a point where he himself knows where he will. Now you might say, well, yeah, the attacker would know this when he deploys, but he deploys when he knows what he wants. This is rather complicated by the fact that I don't know who the VP's are for really. I mean, does the attacker consider them important or the defender? Whoever it is, the problem is you don't fight that way. You don't say let's randomly defend or attack this area because all this land is equally worthless. You have at least some sort of tactical advantage you're trying to leverage, if not an operational or strategic one as well.

Thinking about it that way shows it's somewhat nonsensical going the whole route that way. What I would suggest is a variation off that theme. Instead of everything being unknown, only a small portion of them would change. IOW position 03,05 might change to 03,10 at sometime in the game. In that sort of situation you could simulate something like a stealthy partisan band that is moving from one place to the other destroying something, and you keeping of that keep them from doing further damage. You wouldn't lose points for their damaging some imaginary something, but you would get the VP's as usual.

You know, that's a pretty hyp idea. Say for instance that you're 20 turns deep into your assault and suddenly one or more of the hexes you might comtrol (which you took from the enemy) shift to way behind your lines? This not only would make it more realistic in that you couldn't throw everything into the attack, but it would allow for something of the unknown factor that you're driving at.
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