08-18-2017, 07:35 AM | #62 | |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: I was hoping for this
Quote:
On a related note, how are you handling Cruise Missile attacks? The out-of-turn aspect is similar. Choosing when to fire at the CM matters.
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GranitePenguin Ogre Line Editor |
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08-18-2017, 09:40 AM | #63 | |
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: I was hoping for this
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Option 2 allows the defender a chance to control things in an overrun if they really want to, but also prevents the game from stagnating too badly. Heck, that could also be put in place for full turns, though I'd expect the timeout for overruns to be in hours or even minutes, while full turns would be in days... This I'm actually OK with the AI handling, letting it decide the optimal time to fire at the CM. Depending on how it's written it might involve a little "cheating" on the AI's part by knowing if the CM is going to jink away or not, but you could also just have each unit automatically fire as soon as it's in range. It really only makes a difference if there's a chance the CM will cross a distance boundary for an extra +1 on the roll - this is also something that could potentially be configurable on each player's part, though that might be more fiddly than it's worth...
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Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
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08-18-2017, 02:53 PM | #64 | |
Join Date: Oct 2005
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Re: I was hoping for this
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Especially in the case of ogres (especially missiles), but also in the case of lots of different kinds of targets I want to control based on context of the whole battle. (Overruns also support combined fire, but the usual answer is one gun per target.) I don't think you can build something that doesn't consider the context of the whole battle and what my objectives are and get it right in these cases. From my work at BAE getting someone to state "what my objectives are" is really hard. If I can set targeting very precisely then it'd probably be OK for both sides of the overrun to be resolved without the players - not just the defense. (But give us some automation to watch the firefight.) That's probably more realistic in the game, too. In an overrun the field commander doesn't get to point the guns; the tank crews do that. Last edited by dwalend; 08-18-2017 at 03:03 PM. |
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08-18-2017, 04:05 PM | #65 |
Join Date: Aug 2004
Location: Carrboro, NC
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Re: I was hoping for this
I really like the way this fits the theme. The enemy is in your face now, and there's no time to plan, decide, or communicate orders. Let the chips fall where they may.
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08-21-2017, 10:05 AM | #66 |
Moderator
Join Date: Jun 2017
Location: Bristol, UK
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Re: I was hoping for this
I'll add this to the list of questions which we'll try and address, in as much detail as possible, in our interview post with the designers :)
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08-23-2017, 10:44 AM | #68 |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: I was hoping for this
Looking at the new screen caps...
You show a 5:1 attack as an example. That would be an auto-kill; is there anything special you plan to do for the cases where a roll is unnecessary? Related: will animations be something you can turn on/off? I have a feeling they will get repetitive after a while and you may want to streamline the time to play and just show the results.
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GranitePenguin Ogre Line Editor |
08-23-2017, 10:48 AM | #69 |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: I was hoping for this
Setting a waypoint: How does the system handle movement over long distances? If there are multiple paths to the same place, do you just set the destination, or do you define the entire path? There are good reasons not to take a direct path that should be addressed.
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GranitePenguin Ogre Line Editor |
08-29-2017, 08:23 AM | #70 | |
Moderator
Join Date: Jun 2017
Location: Bristol, UK
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Re: I was hoping for this
Quote:
Also, per your message above, the 5:1 is indeed an automatic win so there would be no dice roll required in this instance. The game does recognise this and doesn't show a roll. Re: animations, you will indeed have the option to turn them off. We're currently in the process of streamlining some of the animations as they went on for slightly too long or had delayed starts. Hopefully you'll all be pleased with how they turn out! Thanks a lot. |
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