Multiplayer battles with force buying
Moderators: Slitherine Core, BA Moderators
Multiplayer battles with force buying
One thing i´m missing in MP games is purchasing my own forces. Once played a couple of times each side a scenario you know exactly waht you could expect of enemy forces and there´s no much chance of getting surprised (i know there´s just one king tiger out there)
I would like to have a core selection (for balancing purposes) but also the chance to personalize some unit to match my style of game (focusing on artillery? maybe flame tanks? more infantry?)
That would give more replayability to scenarios.
I would like to have a core selection (for balancing purposes) but also the chance to personalize some unit to match my style of game (focusing on artillery? maybe flame tanks? more infantry?)
That would give more replayability to scenarios.
Ryben,
Some excellent ideas ... but currently they can't be implimented, IMO.
For this to work I have a few suggestions on how.
First of all, Force Selection is driven by the Editor ... meaning the unit's dropped on the map in the editor with fixed "off" are the ones you can buy.
Second, MP scenarios have security built in so others can't cheat and change the unit's.
So, here's an idea ...
Split the units out of the BAM file and into a PLUGIN.
The PLUGIN is coded to to change the Force Selection screen by allowing you to purchase "preset" Teams and allow a Team to be personalized.
For MP games, the player would have to start the scenario, select his forces, then POST the scenario online.
The opponent would accept the challenge which would start the scenario force selection screen. He would see your basic forces (not specific units but point total and types, ie infantry, armor, etc).
Once the opponent selects his force it will post his "accept challenge" and the player(original poster) can now start the game, which starts turn (-1), deployment.
Using "Deployment Bonus Button", located on right hand side of screen, the player now selects his teams and drops them on the map with restrictions preset by the editor.
At this point, his deployment phase is done, and posts again.
Now, the other player does the same thing, and now, the scenario actually starts and plays out normally back and forth.
I know it's a lot of steps to get a game going but it's the only idea I have. Plus, the step where each player deploys can be bumped to the original time the player starts the scenario (before posting) and the point where the other player accepts (meaning, he accepts and deploys in one step).
Ideas? Suggestions?
Merr
Some excellent ideas ... but currently they can't be implimented, IMO.
For this to work I have a few suggestions on how.
First of all, Force Selection is driven by the Editor ... meaning the unit's dropped on the map in the editor with fixed "off" are the ones you can buy.
Second, MP scenarios have security built in so others can't cheat and change the unit's.
So, here's an idea ...
Split the units out of the BAM file and into a PLUGIN.
The PLUGIN is coded to to change the Force Selection screen by allowing you to purchase "preset" Teams and allow a Team to be personalized.
For MP games, the player would have to start the scenario, select his forces, then POST the scenario online.
The opponent would accept the challenge which would start the scenario force selection screen. He would see your basic forces (not specific units but point total and types, ie infantry, armor, etc).
Once the opponent selects his force it will post his "accept challenge" and the player(original poster) can now start the game, which starts turn (-1), deployment.
Using "Deployment Bonus Button", located on right hand side of screen, the player now selects his teams and drops them on the map with restrictions preset by the editor.
At this point, his deployment phase is done, and posts again.
Now, the other player does the same thing, and now, the scenario actually starts and plays out normally back and forth.
I know it's a lot of steps to get a game going but it's the only idea I have. Plus, the step where each player deploys can be bumped to the original time the player starts the scenario (before posting) and the point where the other player accepts (meaning, he accepts and deploys in one step).
Ideas? Suggestions?
Merr
I think it is absolutly essential that the game gets full force selection for some if not most multiplayer maps. I would even say it should be possible to buy airstrikes, medic, etc... for a certain amount of points. So the player needs to decide whether to get these extra abilities or more units.
Ideally one should just take a certain map, the players get the equal amount of points to buy units and abilities and then go... Of course that will be tough to balance for different types of maps but should be possible given enough feedback from the community.
Another thing I would like is the free selection of which side to play before a multiplayer match, meaning that also allies vs allies or axis vs axis would be possible. However, I guess I am alone on that one as I am probably the only one who doesn't care about realism...
I don't mind if it takes several month to get full force selection but I think it is the most important feature ensuring longevity of the game.
Ideally one should just take a certain map, the players get the equal amount of points to buy units and abilities and then go... Of course that will be tough to balance for different types of maps but should be possible given enough feedback from the community.
Another thing I would like is the free selection of which side to play before a multiplayer match, meaning that also allies vs allies or axis vs axis would be possible. However, I guess I am alone on that one as I am probably the only one who doesn't care about realism...
I don't mind if it takes several month to get full force selection but I think it is the most important feature ensuring longevity of the game.
I don't think anyone can disagree with you on this. Only a matter of time before fighting the same battle with the same units gets boring. Merr's suggestion might work, but who wants to go through all that trouble editing maps and sending back and forth.. people just want to load up the game and play it.timeout wrote: I don't mind if it takes several month to get full force selection but I think it is the most important feature ensuring longevity of the game.
Yes, load 'n go !
For MP scenarios it's exactly what you guys said ...
1. MP player selects map, forces (both sides), victory conditions (attack, defend, meeting engagement). Then posts the challenge.
At this point everything is "rolled" for and units placed.
2. Other player accepts challenge and they're off!
This could open new avenues for MP tourney's ....
Each player selects a side .... First battle, ALLIED ATTACKS.
If the Germans lose ... next battle, ALLIED ATTACKS again.
If the Germans Win ... next battle, GERMAN ATTACK or MEETING ENGAGEMENT.
Etc, etc.... The tourney rules set which type of battle plays next, like a larger campaign, that will ebb and flow.
For MP scenarios it's exactly what you guys said ...
1. MP player selects map, forces (both sides), victory conditions (attack, defend, meeting engagement). Then posts the challenge.
At this point everything is "rolled" for and units placed.
2. Other player accepts challenge and they're off!
This could open new avenues for MP tourney's ....
Each player selects a side .... First battle, ALLIED ATTACKS.
If the Germans lose ... next battle, ALLIED ATTACKS again.
If the Germans Win ... next battle, GERMAN ATTACK or MEETING ENGAGEMENT.
Etc, etc.... The tourney rules set which type of battle plays next, like a larger campaign, that will ebb and flow.
Merr: Here is the way I picture it..
Load up the game, and go to Create Challenge
Select your map
Opponent Accepts Challenge
You buy your units and support.
Send turn back to your opponent
He buys his stuff
sends turn back
Now your place your units within a certain range of starting position
send turn back
Opponent places
sends turn back and now you got your movement
I know it is 2 turns before you get to actually play anything, but it seems the most logical way. Maybe have a separate option to play without force selection for people that just want to play the standard game.
Load up the game, and go to Create Challenge
Select your map
Opponent Accepts Challenge
You buy your units and support.
Send turn back to your opponent
He buys his stuff
sends turn back
Now your place your units within a certain range of starting position
send turn back
Opponent places
sends turn back and now you got your movement
I know it is 2 turns before you get to actually play anything, but it seems the most logical way. Maybe have a separate option to play without force selection for people that just want to play the standard game.
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bones65
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he he.. i was wandering why my reply on another post was totally ignored!!... cos you guys are pressing for it here
..
i'm with you guys 100 percent.. it's nearly 2011 with mega brainy guys writing all these gamey file things that i know nothing about.. but one of you MUST know a way to get m.p. force selection .. it is the icing on the cake for this absolutely awesome game..!... ps.. when is blitz france out?
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pipfromslitherine
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PirateJock_Wargamer
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Sounds promising for the future then 
As an aside, on the FoG site there's a Roadmap thread ... would it be possible to have one started for BA? I reckon it'd be a useful as (i) could stop a few 'can we have this, can we have that' requests if people can see all the things already being worked on and (ii) give an idea of what's a priority and what's not ... giving people a warm comforting feeling
As an aside, on the FoG site there's a Roadmap thread ... would it be possible to have one started for BA? I reckon it'd be a useful as (i) could stop a few 'can we have this, can we have that' requests if people can see all the things already being worked on and (ii) give an idea of what's a priority and what's not ... giving people a warm comforting feeling
iPad Air - iOS 7.1
Exactly! I don't know why everyone is fussing about multiple setup turns...LOGAN5 wrote:Actually if we purchased units and deployed in the same turn, then it would only be 1 turn each for the setup of the units..
Suggestions:
I know these suggestions might offer some challenges in terms of implementation, but it's what this game needs!



