andrey12345
Graviteam
Generalfeldmarschall
Posts: 6642
Jerk developer
|
|
« Reply #20 on: January 09, 2014, 09:15:26 PM » |
|
The beauty of this game is that it is so many different things to so many people. Reducing peoples options to play the game the way they like it, must surely in the end reduce the number of people who play it!
Some things RIP, new growth. Dont worry, we dont make clone with different units and battles. Something need to be changed.
|
|
|
Logged
|
Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
|
|
|
Santini
|
|
« Reply #21 on: January 09, 2014, 09:20:52 PM » |
|
Wishlist: When using limited battle radius, it should try to keep companies together.
Example: Attacking with: 1 Company, 1st Platoon 1 Company, 2nd Platoon 1 Company, 3rd Platoon 2 Company, 2nd Platoon
It should give you 1 coy, 1, 2, 3
Not: 1 Coy 1, 2 and 2 Coy 2
Or some way to pick what units you get
This makes no sense as generally unsolvable problem. Think about this: Example: Attacking with: 1 Company, 1st Platoon 1 Company, 2nd Platoon 2 Company, 3rd Platoon 2 Company, 2nd Platoon It should give ....? It should pick 2 from the healthiest, and 1 from the other, of course. But never 1 from each Or let the attacker pick three. Or always deploy the ones that have been given the order to attack on the stray map. Anything but the random selection currently
|
|
|
Logged
|
|
|
|
andrey12345
Graviteam
Generalfeldmarschall
Posts: 6642
Jerk developer
|
|
« Reply #22 on: January 09, 2014, 09:31:14 PM » |
|
It should pick 2 from the healthiest, and 1 from the other, of course. But never 1 from each Or always deploy the ones that have been given the order to attack on the stray map. Anything but the random selection currently
This is complex unlogical rule. Or let the attacker pick three.
Micromanage must die especially in places where everything can be selected automatically. no need to do manually that things what best to do automatically.
|
|
|
Logged
|
Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
|
|
|
Missouri_Rebel
|
|
« Reply #23 on: January 09, 2014, 10:20:45 PM » |
|
ми можемо очікувати демо?
Коли гра виходить?
Вам потрібна Розмовляючих англійською бета-тестерів?
|
|
« Last Edit: January 09, 2014, 10:23:40 PM by Missouri_Rebel »
|
Logged
|
|
|
|
andrey12345
Graviteam
Generalfeldmarschall
Posts: 6642
Jerk developer
|
|
« Reply #24 on: January 09, 2014, 10:26:53 PM » |
|
ми можемо очікувати демо? Yes of course Коли гра виходить?
When its done Вам потрібна Розмовляючих англійською бета-тестерів?
Close to release Your Ukrainian is good to
|
|
|
Logged
|
Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
|
|
|
Santini
|
|
« Reply #25 on: January 09, 2014, 10:47:09 PM » |
|
It should pick 2 from the healthiest, and 1 from the other, of course. But never 1 from each Or always deploy the ones that have been given the order to attack on the stray map. Anything but the random selection currently
This is complex unlogical rule. Or let the attacker pick three.
Micromanage must die especially in places where everything can be selected automatically. no need to do manually that things what best to do automatically. Yes, because in real life a battalion commander is going to send three random platoons instead of a company. Lol. Much better that way /sarcasm And of course an attacking commander never has any say in what units are used, right? They just roll dice and throw random platoons at the objective. /also sarcasm
|
|
« Last Edit: January 09, 2014, 10:52:33 PM by Santini »
|
Logged
|
|
|
|
andrey12345
Graviteam
Generalfeldmarschall
Posts: 6642
Jerk developer
|
|
« Reply #26 on: January 09, 2014, 11:26:54 PM » |
|
Yes, because in real life a battalion commander is going to send three random platoons instead of a company. In real life it try order to send(not place or teleport manually - is big diffrence) ... but what happens - they reach, will come into contact with the enemy or not, here how it goes. In game as in real life you can try to send (not teleport not place like chess, but try) - organizing logistics, giving the correct orders, selecting the correct direction of attack etc, not teleport. As in real life only indirect control. This is simulation. Manually selection it is not. See image http://imgur.com/dwahKjL
|
|
« Last Edit: January 10, 2014, 12:01:15 AM by andrey12345 »
|
Logged
|
Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
|
|
|
Santini
|
|
« Reply #27 on: January 10, 2014, 12:21:00 AM » |
|
Perhaps if there was an explanation for how it picks what platoons?
A battalion commander generally orders companies to attack, not platoons
|
|
|
Logged
|
|
|
|
Santini
|
|
« Reply #28 on: January 10, 2014, 12:25:37 AM » |
|
Yes, because in real life a battalion commander is going to send three random platoons instead of a company. In real life it try order to send(not place or teleport manually - is big diffrence) ... but what happens - they reach, will come into contact with the enemy or not, here how it goes. In game as in real life you can try to send (not teleport not place like chess, but try) - organizing logistics, giving the correct orders, selecting the correct direction of attack etc, not teleport. As in real life only indirect control. This is simulation. Manually selection it is not. See image http://imgur.com/dwahKjLSir, 1/2 and 2/3 report renemy contact Bat com: excellent. 1 coy attack, 2 coy in reserve. Not that hard
|
|
|
Logged
|
|
|
|
Santini
|
|
« Reply #29 on: January 10, 2014, 12:37:23 AM » |
|
|
|
|
Logged
|
|
|
|
Santini
|
|
« Reply #30 on: January 10, 2014, 01:14:56 AM » |
|
Feature request: Don't show trenches on the map until you can see them
Currently you can kind of guess where the enemy is when they're entrenched by looking for the trenches and ammo boxes on the map
|
|
|
Logged
|
|
|
|
Missouri_Rebel
|
|
« Reply #31 on: January 10, 2014, 02:57:38 AM » |
|
Your Ukrainian is good to Спасибо. Я дізнався від корови корови працює піч для піци у ванні з корабля.
|
|
|
Logged
|
|
|
|
Flashburn
|
|
« Reply #32 on: January 10, 2014, 05:50:13 AM » |
|
Feature request: Don't show trenches on the map until you can see them
Currently you can kind of guess where the enemy is when they're entrenched by looking for the trenches and ammo boxes on the map
I agree but not sure its as easy as that. Pretty sure if loading those trenches on the fly AND a lot of them there might be a lot slow down and pausing on some systems. But would be nice to not see dug trenches from new battles. And certainly not the ammo boxes. But one of the REALLY nice features is morphing terrain. In was a fad a LONG time ago, but now no one uses it really. Even Gtos does not to the full extent it could be. But having you infantry dig really shallow pits and holes real time would be nice. NOT full trenches and fox holes. Those take quite a while to dig. And OLD t72 Balkins on fire dig a trench with a bulldozer blade. I loved that feature! Now if you want shallow holes you can use an arty strike... Rocket strikes are sort of good for this. They make big holes. Then move your guys into them. Not sure it helps THAT much, but better than nothing.
|
|
|
Logged
|
Yabba dabba do
|
|
|
Santini
|
|
« Reply #33 on: January 10, 2014, 06:33:25 AM » |
|
Just don't show new trenches during deployment
|
|
|
Logged
|
|
|
|
andrey12345
Graviteam
Generalfeldmarschall
Posts: 6642
Jerk developer
|
|
« Reply #34 on: January 10, 2014, 09:55:00 AM » |
|
Its for another game. In this case need to be changed op phase logic - user have 2 movement phases vs one for AI. Different rules for players+more micromanage. Not good at all.
|
|
« Last Edit: January 10, 2014, 10:01:32 AM by andrey12345 »
|
Logged
|
Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
|
|
|
lavish
|
|
« Reply #35 on: January 10, 2014, 06:56:57 PM » |
|
Yes, because in real life a battalion commander is going to send three random platoons instead of a company. Lol. Much better that way /sarcasm And of course an attacking commander never has any say in what units are used, right? They just roll dice and throw random platoons at the objective. /also sarcasm
It's not random in the game, as Andrey stated. The platoons taking part in the battle are based on the attackers primary movement vector. If you are the attacker, the first attack command will be the primary attack vector, which is used to to pick up nearby platoons within certain radius around that vector. The center of radius is located on the vector, biased towards the attacking platoon -> attacker gets more platoons in the battle as initiative. Only units close enough the attack vector have time to move in. What you said is also true, though. But this is a philosophical question, because of the game's time/space abstraction on operational level. The game just decided to do it based on the position. The logic works for the attacker in some sense and especially for the defender (who cannot decide where the engagement happens, but must use units tied to their position).
|
|
|
Logged
|
|
|
|
Santini
|
|
« Reply #36 on: January 10, 2014, 07:37:18 PM » |
|
Thank you, lavish,
That was very succinct, and exactly what I was asking for.
So, additional vectors have no effect? Say I order company 1 plat 1 to attack from the north, and company 2 platoon 1 to attack from the south.
The game will then pull from the northern cell,and the southern attack order is ignored?
|
|
|
Logged
|
|
|
|
Dane49
|
|
« Reply #37 on: January 11, 2014, 12:34:55 AM » |
|
I never liked the visible entrenchments before a battle starts either. I suppose the attacker would have a little idea of what's in front of them before a battle started if they did some prior air/land recon,but being able to use the camera to recon the entire battlefield could be somewhat unrealistic especially if the game was to introduce an online multi player feature.
I try to keep the camera behind my most forward units and as close to the ground as possible when I play this game to eliminate the all seeing gods eye aspect,but sometimes my curiosity gets the best of me especially when laying TRPs. Which is why I only place TRPs on the strat map during the initial phase now.
Hopefully we can see a fix for entrenchments that are only revealed when an actual unit spots them.
|
|
|
Logged
|
|
|
|
Santini
|
|
« Reply #38 on: January 11, 2014, 12:37:54 AM » |
|
Yeah, the problem is that you can issue fire orders for your off map support aiming at the trenches that appear in the enemy zone of control.
|
|
|
Logged
|
|
|
|
Dane49
|
|
« Reply #39 on: January 11, 2014, 12:50:51 AM » |
|
I also don't like the idea of repositioning entrenchments during each battle. I would like to see them stay where they were when initially placed with maybe an option to expand them to cover more facings in later turns for stationary units or if you do want to reposition you would have to start over with limited facings.
Not sure if the prior diggings should be filled in or used as a second line of defense though. Maybe that could be a new feature.
|
|
|
Logged
|
|
|
|
|