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January 1st, 2006, 10:52 PM
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Re: Improvement proposal I - OP fire draining
Totally agree in principle about "target selection". Quite possibly a lot of work though.
At least in SPWW2 you get op-fire ... 
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January 1st, 2006, 11:49 PM
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Re: Improvement proposal I - OP fire draining
Loads of work involved to do such a thing. Needs to be designed in from the ground up, so really would require a completely new game engine. Also - if we give this wonderful advantage to the human player, what then do we do with the AI - if we want the AI to be more intelligent about opfire we then have to:
a) do a LOT of thinking about new AI algorithms
b) a LOT of AI code to implement them
c) A LOT of testing of these
then after c), return to a) and rinse and repeat till you have something that even halfway works. Then put out to playtesting, and find that they find out exactly how to exploit these new AI processes within 10 or so games...
That process is difficult enough if designed into a brand new game, but kludging and bodging it on top of a complete and sclerotic bit of spaghetti 1990's "C" adds several orders of magnitude to the process, while adding the extra side effects of the new code's unforseen interactions
So - not going to happen in this game engine.
Cheers
Andy
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January 2nd, 2006, 04:06 PM
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Re: Improvement proposal I - OP fire draining
Quote:
Mobhack said:
kludging and bodging it on top of a complete and sclerotic bit of spaghetti 1990's "C"
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How did that get past the PR department!? LOL
Respect for being honest, I wish we could see the same in other places.
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January 2nd, 2006, 05:35 PM
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Second Lieutenant
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Re: Improvement proposal I - OP fire draining
Quote:
Mobhack said:
Loads of work involved to do such a thing. Needs to be designed in from the ground up, so really would require a completely new game engine. Also - if we give this wonderful advantage to the human player, what then do we do with the AI - if we want the AI to be more intelligent about opfire we then have to:
a) do a LOT of thinking about new AI algorithms
b) a LOT of AI code to implement them
c) A LOT of testing of these
then after c), return to a) and rinse and repeat till you have something that even halfway works. Then put out to playtesting, and find that they find out exactly how to exploit these new AI processes within 10 or so games... 
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I am not sure thatis a hinder for the AI! Why? Because Scenario designers can set the units' OP fire in an effective way. Fooling the AI by draining the OP fire will not work any more!
Quote:
Mobhack said:
That process is difficult enough if designed into a brand new game, but kludging and bodging it on top of a complete and sclerotic bit of spaghetti 1990's "C" adds several orders of magnitude to the process, while adding the extra side effects of the new code's unforseen interactions
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Been there seen that. Spaghetti of C code with lots of global variables = The programmer's NIGHTMARE.
Quote:
Mobhack said:
So - not going to happen in this game engine.
Cheers
Andy
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Well as a last word I say this would be worth even a lot of work IMHO. Of course you can see what is feasible or not I hope some day you will find the means to solve this phenomenon.
Artur.
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"Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.", Sun Tzu
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January 2nd, 2006, 06:52 PM
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Corporal
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Re: Improvement proposal I - OP fire draining
The OP fire routine in WAW uses something alot better than the "op fire confirm routine" (which I never use BTW)
There is the "special OP fire" as it is called.
just when you think an enemy has used all its shots, it can sometimes surprize you with more shots. this way, you never actually know if an enemy will return fire or not, after it has used all its op fire shots.
This routine would be much better than the "OP fire confirm" routine, IMHO
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I have answered their demand with a cannon shot, and our flag still waves proudly over the wall.
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January 20th, 2006, 02:22 PM
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Second Lieutenant
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Re: Improvement proposal I - OP fire draining
Quote:
Alby said:
The OP fire routine in WAW uses something alot better than the "op fire confirm routine" (which I never use BTW)
There is the "special OP fire" as it is called.
just when you think an enemy has used all its shots, it can sometimes surprize you with more shots. this way, you never actually know if an enemy will return fire or not, after it has used all its op fire shots.
This routine would be much better than the "OP fire confirm" routine, IMHO
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The special OP fire results in unrtealistic number of kills sometimes.
1. If you attack a Panther with several(5) T34/85 from different direction it should not have that many OP fire points as it would have in WaW. (CM models this situation the best). So a unit without!!! support but some special OP fire can still prevail.
2. You have ona tank in a keyholed position and have some small calibre ATGs near it. Here the special OP fire helps a bit and because of this situation less unrealistic events occur, however the tanks' op fire can still be burned with scores of jeeps. The best solution would be to set every unit to fire at a specific target type. Even with special OP fire sometimes unrealistic results can occur(example 1.) on the other handt the spec OP fire may not be enough (example 2.)
Artur.
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"Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.", Sun Tzu
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January 30th, 2006, 03:20 AM
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BANNED USER
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Re: Improvement proposal I - OP fire draining
It's called combined arms for a reason. If you have a single unit that is unsupported, then it should be swamped and killed. Your 'soak off' is the game version of the single most common tactic every invented. It's presenting one unit with more targets then it can deal with.
This tactic is several thousnd years old and has survived the transition from clubs and spear thru Swords and Pilum thru Heavy Cavalry right up to Star Wars. The current thinking on defeating an ABM system is giving it more targets then it can deal with, which is the same thing the Roman legions did 2,000 years ago.
No, the tactic of swamping a single unit and overwhelming it with numbers is best countered by not leaving a unit out where it can be swamped. The Mil-speak term is unsupported.
In game terms, you need to have another unit with it's range set to where it will op fire at an enemy that is closing in for the kill. What works even better is having the rest of the platoon supporting.
Gaming the system by giving an unsported unit a majic weapon that can fire hundreds of times faster in the game then in reallife and never runs out of rounds is sort of silly, when it is easier to just learn the proper tactics.
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January 30th, 2006, 11:41 AM
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Re: Improvement proposal I - OP fire draining
We're not talking about swamping a unit with more units than it can kill. We're talking about sending in two jeeps ahead of your heavy tanks to draw all the enemy fire. Realistically, the movement would happen simultaneously, and your guns would spot the tanks early on and open fire on them.
I have an idea that might work. How about a unit only op-fires once per every enemy unit, except if it fires back? That way, the jeeps, trucks or whatever will only take one hit, and so will the expensive units. Won't solve the problem completely, but its an idea.
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January 4th, 2006, 09:21 PM
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Re: Improvement proposal I - OP fire draining
Quote:
[b]Artur said:Well as a last word I say this would be worth even a lot of work IMHO. Of course you can see what is feasible or not I hope some day you will find the means to solve this phenomenon.
Artur.
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It would just about make the game worth playing; that and more effective artillery. I wish that aircraft were able to target more than one hex intelligently. But since they have always been unable to do so, I'm guessing that that is just a limitation of the game engine. If I could write a new one, we wouldn't be having this conversation.
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January 6th, 2006, 05:40 AM
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Re: Improvement proposal I - OP fire draining
More effective artillery? You may adjust it in preferences.
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