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January 15th, 2006, 09:48 PM
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Captain
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Join Date: Jun 2005
Location: Nijmegen
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Re: Improvements you want to WinSPMBT
A time limit does NOT make it more realistic. The usual reasoning for it goes something like "a real force commander has a limited amount of time to make decisions so why should a player have all the time he needs?" The answer is very simple, in reality every single commander in the force (so including every specific unit commander) and many of the other individuals in those units will add their 'brainwork' to the decisionmaking process and they'll be doing that all at the same time (i.e. during a turn).
As a player you're in effect playing every unit commander, not just the overall commander. So the available time should be close to the total amount available to all those unit commanders and that would be hours per turn.
Narwan
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January 16th, 2006, 03:07 PM
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Corporal
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Join Date: Jun 2005
Location: Indiana
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Re: Improvements you want to WinSPMBT
Make it playable online

__________________
"The enemy has demanded surrender at discretion, otherwise, the garrison are to be put to the sword...if the fort is taken.
I have answered their demand with a cannon shot, and our flag still waves proudly over the wall.
I shall never surrender or retreat."
Lt. Col. William Barrett Travis- The Alamo-1836
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January 17th, 2006, 12:07 AM
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BANNED USER
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Join Date: Jan 2006
Posts: 354
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Re: Improvements you want to WinSPMBT
Narwan, I think it's crazy that you have to direct every single unit's fire. I've seen a lot of real-time command simulations where individual units do most of the menial tasks themselves. Of course, Shrapnel is only a very small company, and I'm told that the WinSPMBT code is based on the old Steel Panthers II engine (AKA thousands of lines of "C language spaghetti code" in the words of Mobhack). So it'd be great if it was playable online, etc., but it would take too much money for Shrapnel. I'm surprised, though, that noones come up with any mods or asked for a development kit for WinSPMBT.
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January 17th, 2006, 12:10 PM
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Captain
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Join Date: Jun 2005
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Re: Improvements you want to WinSPMBT
It's either you directing all the units or leaving it up to the AI. There's little in between.
Of course you've seen real-time simulations where individual units do most of the menial tasks themselves, it's endemic to real-time for exactly the reasons I outlined. In real-time there is no time to let one single brain (the player) do all the necessary (and realistic) thinking that needs to done (and which in reality would be done by all the individuals involved separately and simultaneously). So in real-time simulations the AI has to kick in and take over a large part of that. With all the (unrealistic) consequences that brings along.
Steel Panthers has gone the other way. It gives a player maximum control by reducing the AI involvement to a minimum. It mimics realism by giving each unit sufficient 'brain'time.
But you shouldn't forget that these simulations are all exactly that: simulations. They model only part of reality and can only model part of it. Simulations always have abstractions that violate reality. Can't be helped. Both the realtime simulations and turn based simulations have their share of unavoidable unrealistic elements. And it's almost impossible to combine the two.
Narwan
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January 17th, 2006, 12:32 PM
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BANNED USER
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Re: Improvements you want to WinSPMBT
Still, computer AI has advanced enough for any game to let the smaller units do some thinking for themselves. There's great potential here, but it's too bad that no big company is picking up the idea of a really realistic battlefield simulation. They're the only ones that have the money to try.
But why hasn't anyone talked about my "orders" idea I mentioned in the first post? It's an interesting little concept that needs to be considered.
Quote:
Has anyone played the old Steel Panthers III? The "orders" function was a good idea. Each unit gets only so many orders per turn, and they regenerate at a random rate each turn. Orders are spent issuing some commands, like moving, but not the more commonsense commands like firing that a unit does on its own initiative. Not only does this orders function represent the different abilities of your unit commanders ( a less competent commander would be able to get less orders and get less things done), but, most importantly, it represents the Soviet-style lack of initiative in some armies (the Russian units tended to get less orders, representing the fact that a commander won't do anything on his own and has to wait for HQ to tell him exactly what to do).
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January 17th, 2006, 12:46 PM
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Major
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Join Date: Jun 2005
Location: Crossville, TN
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Re: Improvements you want to WinSPMBT
Quote:
Mustang said:
Still, computer AI has advanced enough for any game to let the smaller units do some thinking for themselves. There's great potential here, but it's too bad that no big company is picking up the idea of a really realistic battlefield simulation. They're the only ones that have the money to try.
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Actually there are some already out there depending on what you consider realistic simulation. Are you talking 3D, top down? Any game that uses hexes or a turn based system can never hope to be "realistic".
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Mustang said:But why hasn't anyone talked about my "orders" idea I mentioned in the first post? It's an interesting little concept that needs to be considered.
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The orders you mentioned are specific to SP3. SPMBT and SPMWW2 are based on another game engine altogther (SP2) so some things in one probably cannot be replicated in another with substantial recoding at the very least.
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January 17th, 2006, 02:48 PM
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Sergeant
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Join Date: Dec 2005
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Re: Improvements you want to WinSPMBT
Regarding the "orders thing" I agree with Double_Deuce.
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