3 things I'm not happy about

PC : Battle Academy is a turn based tactical WWII game with almost limitless modding opportnuities.

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PoorOldSpike
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3 things I'm not happy about

Post by PoorOldSpike »

Hi guys, I've started a BA review at the Few Good Men Club in this thread-
http://www.thefewgoodmen.com/thefgmforu ... ld-Academy
so if you want to take a look and comment on anything go ahead..:)

At the moment there are only 3 things about BA that I'm not too happy with-

1- The 3D view is rigidly angled downwards about 45 degrees and I wish there was a view control to elevate it up towards the horizon and back down again to make the viewing system completely flexible.

2- At maximum zoomout not all the map is visible, and it's a hassle to have to scroll around to explore the whole map, so i wish there were a couple more zoom levels to zoom out even further.

3- During the enemy AI turn, the camera automatically hops from one combat to another much too fast and we tend to lose track of what's going on where, so I'd like to see an option to stop the hopping until we press a key to free the cam to hop to the next action and so on.
junk2drive
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Post by junk2drive »

The M key gives you a top down view.
pipfromslitherine
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Post by pipfromslitherine »

- We can't zoom out too far otherwise we see past the edge of the map. I guess it might be OK for people for whom utility is more important, but we wanted a happy medium.

- Same kind with the view angle - we'd need to have skydomes, and something to prevent seeing the edge of the map.

- I'm actually already working on a way to replay turns etc. So great minds and all that ;)

Thanks for the feedback

Cheers

Pip
TimSnoddy
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Post by TimSnoddy »

How exactly does number of shots for armour work? It would seem logical and as per one of the tips that if you don't fire your two shots in your turn you get two shots in your opponents turn. Is that the way it works because it doesn't seem like it, am I just imagining? The tank shuffle tactic move fast out of unseen position shoot twice and move back seems much more effective than waiting for an opponent in an ambush position with armour. How does reactive fire in this situation work? I also think a higher zoom would be appreciated by many.
pipfromslitherine
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Post by pipfromslitherine »

You get a single 'free' reaction shot (plus any you haven't used in your turn). Note that some units get an extra shot as promotion bonuses.

Reaction fire tends to hold fire if they have a very low chance to hurt what they are shooting at - so you might need to be a little more proactive when playing the Allies?

Cheers

Pip
PoorOldSpike
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Post by PoorOldSpike »

Junk2drive quote- The M key gives you a top down view.
Pip quote- We can't zoom out too far otherwise we see past the edge of the map. I guess it might be OK for people for whom utility is more important, but we wanted a happy medium.
Same kind with the view angle - we'd need to have skydomes, and something to prevent seeing the edge of the map.
------------------------------------------------------------------------------------------------------------

I know there's a topdown view but I prefer 3D.

As for seeing the map edges, so what?
In the excellent Combat Mission series of games we zoom way out to see the whole map including the edges all the time and nobody cares a hoot..:)
By contrast, BA's views seem uncomfortably restricted like blinkered 'tunnel vision' to some extent.
adherbal
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Post by adherbal »

Perhaps max zoom level should be moddable without affecting MP? It's not an RTS so more overview doesn't really give an advantage but might be more comfortable for players who don't mind seeing the map edges.
PoorOldSpike
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Post by PoorOldSpike »

I'm so used to having a totally 100 percent flexible viewing system in games like Combat Mission and Panzer Command etc, that I could never get used to BA's restricted views, it kills the game stone dead as far as I'm concerned..
TimSnoddy
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Post by TimSnoddy »

pipfromslitherine wrote:You get a single 'free' reaction shot (plus any you haven't used in your turn). Note that some units get an extra shot as promotion bonuses.

Reaction fire tends to hold fire if they have a very low chance to hurt what they are shooting at - so you might need to be a little more proactive when playing the Allies?

Cheers

Pip
But I assume your reaction shot happens after an opportunity to shoot for the player whose turn it its? Thus rendering attempting to ambush with armour ineffective.
pipfromslitherine
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Post by pipfromslitherine »

No - you get to shoot as units move into your LOF, so if you are ambushing and there is a chance to kill then the ambusher will fire first.

Cheers

Pip
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