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Old 07-23-2017, 02:23 PM   #17
GranitePenguin
Ogre Line Editor
 
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Join Date: Sep 2006
Location: Plainfield, IL
Default Re: I was hoping for this

Ok, some more questions (wouldn't want things to get boring around here)

Play modes - One of the limitations of the original version is it was always one player against an AI Ogre. How many combinations of human vs human, human vs AI, AI vs AI will there be? Will it be strictly 2-player, or will it be possible to have multi-player scenarios? If multi-player, one assumes online play; but what about "hot-seat" play on a single system?

In-game Comms - For online play with multiple players, what are the methods of communication that are available?

Rules Usage - Are we going to be able to define what ruleset we want? For example, it's common to use "Ogre rules" when playing on the Orange map, but use "G.E.V. rules" on the green map. That's not a requirement, though, just a common practice. There are also a lot of optional rules that may or may not be used. I was curious how you plan to resolve this? Maybe an Options screen to select per scenario what rules you wan to use (ramming vs overrun, stacking vs not, etc)? Some rules are mutually exclusive, others are not.

Stacking - With regards to stacking, it's a common standard to limit to 5AU per hex, but the ODE rules do leave wiggle room for the limit to be expanded. Will there be some kind of slider to allow setting the maximum allowable stack?

Overrun post-movement - during overruns, you may have multiple units moved in from various distances. Once the overrun is resolved, units may then continue whatever remaining movement is left. What mechanism will be used to track how far a unit has travelled before the overrun, and will you be able to tell visually?
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