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December 31st, 2010, 12:54 AM
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Corporal
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Join Date: Mar 2005
Posts: 163
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Thanked 3 Times in 3 Posts
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Re: New patch and multiplayer map pack
Exactly, which is hopefully a situation which has been planned for via a time limit. But there are other situations where it could happen even if the player has a clue (ie, they lose their long-ranged unit(s) and the next person to move into range loses).
I just think that there has to be a way to call 'time' and call it a defender's win.
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December 31st, 2010, 01:38 AM
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BANNED USER
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Join Date: Dec 2008
Posts: 189
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Thanked 5 Times in 5 Posts
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Re: New patch and multiplayer map pack
A retreat option would indeed solve the problem. For the attacker only.
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December 31st, 2010, 02:14 PM
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Private
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Join Date: Oct 2010
Posts: 40
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Re: New patch and multiplayer map pack
I suggested a retreat option (for both sides) in the first book of changes I sent to Malf. It might be something they build-in later. They still seem to be working on the AI and unit balance. My primary concern with the 'Tactical Theater' of the game is that it skews heavily to a win-or-lose everything result. There's rarely an in-between. Which gives the victor of the fight a massive advantage.
Think about it - you spend bajillions to build a "death storm" force of Bombers, Fighters, and whatevers. You engage an enemy force of near-equal composition. Whomever loses, loses all. Which means that by the time the loser rebuilds their army, the victor has already overrun half the loser's country and become a virtually unstoppable engine of annihilation. All this from one half-serious battle.
On the other hand, if two equal forces meet, and the victor walks away with 40% casualties (dang good when the loser suffers 100%), the defeated party has a better chance of making a meaningful recovery. Or, if the party under attack can retreat and spare some of its assets ... then again there's the opportunity to rebuild your defense.
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December 31st, 2010, 02:36 PM
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Private
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Join Date: Oct 2010
Posts: 40
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Re: New patch and multiplayer map pack
.... naturally, all of this depends on an AI capable of making rational choices. AI v1.05 is a huge step up from its predecessor, but it's still a major lightweight.
It builds air units, but seems to limit itself to one air attack action per turn. (Fighter can move 4 spaces and engage enemy forces in at least three nearby, but only hits one before returning home for the remainder of the turn.)
It builds naval task forces, but limits itself to one unit of each type, and NEVER builds carriers (jet or helo).
It puts a HUGE priority on building these naval task forces, pushing money into them one-ship-at-a-time if necessary, even when all hell is breaking loose as enemy forces invade or shoot those ships to pieces without effort. (Suicidal myopia.)
It builds ASW Choppers, but sends them to fight land battles, never against subs.
It builds AA Trucks and the occassional AA Emplacement for territorial defence, but it won't spend big on those units and rush them to the front when unfriendly bombers and jets start taking names and knockin' on doors.
It takes a very relaxed approach to territorial acquisition, even when neutrals are absent.
It seems to obsess over worthless territories it loses to other AI teams, even as your own forces are crushing it like a ripe grape.
It seems to limit itself to one attack per turn, and will deploy insane amounts of firepower to prosecute that attack.
For example, weenie-burger AI Green Team seizes unguarded land worth 4 Resource Points from AI Blue Team using one Infantry unit. Blue responds immediately with 3 Regular Bombers, 1 Stealth Bomber, 2 Stealth Fighters, 2 Regular Fighters, 4 Tanks, 2 Rocket Artillery, and a Bosch Kitchen Sink (stainless steel). Blue COMPLETELY ignores the dozens of tanks, fighters, and bombers that Red / Human team is assembling on its border - a border already made out of previously-Blue territories. Eh? See what happens when you contract your military leadership to Lindsay Lohan & Britney Spears?
This is just a sampler of the issues I'm seeing with v1.05. Anyone else noting other contra-intelligent design by the AI?
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December 31st, 2010, 05:55 PM
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Captain
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Join Date: Sep 2002
Location: United States
Posts: 919
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Re: New patch and multiplayer map pack
My own thinking is you allocate forces for offense and defense.
If an opponent does the unthinkable and wipes out your attacking forces,you still have your defensive forces.
Everyone seems to be overlooking nuclear weapons. They clear off enemy lands in a heartbeat.
Infantry seems near worthless. They don't seem to be able to kill anything.
I noticed that when you build fortified position, the AI seems to avoid them.
The new demo is improved though, at least it's fairly fun to play at this point.
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January 9th, 2011, 11:23 AM
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Sergeant
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Join Date: Nov 2010
Posts: 325
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Re: New patch and multiplayer map pack
Quote:
Originally Posted by ScottWAR
A retreat option would indeed solve the problem. For the attacker only.
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No, I think defenders should also be able to retreat resulting in immediate victory for the attacker. That would make it possible to mass your forces in rear territories. But it should only be possible when there are adjacent own territories.
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