Couple of Gameplay Suggestions

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

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Brummbar44
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Post by Brummbar44 »

Obsolete wrote:Trucks can be armoured too, so now we have to work out some extra options to distinguish between the different trucks, and etc... and etc..

...and... ughh...
Armoured trucks?!

Not sure I know of those, do you have any examples? Are they armed as well?

Perhaps priority targeting could be based on potential to damage then. If the target unit has no ability to damage a tank or a low AT rating, the tank will ignore it. This would put more control in the players hands without adding a lot of complication. At the same time, avoid the truck decoy issue.

Thoughts on that?
junk2drive
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Post by junk2drive »

Anything you do has to be usable by the AI.
You can call me junk - and type that with one hand.
Brummbar44
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Post by Brummbar44 »

junk2drive wrote:Anything you do has to be usable by the AI.
Good point, and I admit I don't know enough yet about the AI works here.

I would think that it would work much like the 'Hold Fire' setting, in fact, perhaps be an extension of that.
Obsolete
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Post by Obsolete »

without adding a lot of complication. At the same time, avoid the truck decoy issue.
You can NOT avoid any decoy issue. It's practically part of the game, and if you even removed trucks 100%, there will still BE issues of decoys, and it will never end.

Part of REAL WARFARE has ALWAYS had decoys BTW, so it's not that unrealistic anyway. This has been happening long before the first Egyptian Warchariots were ever mass produced, and is not going to stop any time tomorrow either.

Putting a hold-fire causes problems, because now your tanks risk letting a bunch of LOADED trucks zoom all around infront of it while immune to fire. I'd think that tank then DESERVES to die for letting those infantry unload right up to it free of risk, and BOOM, use a satchel charge on it. I'd be exploiting this mobility a hell of a lot, so you're opening more cans of worms here.

I don't have a problem if there is an option for HOLD FIRE ON WEAK TRUCKS option, but that will have to be implemented with an adjustable scale the user can select for how weak is really weak. Not to mention, any opponent who is SMART can counter exploit this in many ways.

I just see another way that it will make the AI far more stupid than it already is.
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Brummbar44
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Post by Brummbar44 »

Obsolete wrote:
Putting a hold-fire causes problems, because now your tanks risk letting a bunch of LOADED trucks zoom all around infront of it while immune to fire. I'd think that tank then DESERVES to die for letting those infantry unload right up to it free of risk, and BOOM, use a satchel charge on it. I'd be exploiting this mobility a hell of a lot, so you're opening more cans of worms here.
Shouldn't that be for the player to decide?

If I allow trucks to go by on an overwatch and they are loaded with infantry, then that's on me (ideally, my tank would have infantry support as well).

Giving the player the option is better than not. AI could easily be always set to shoot everything. This is more of a player against player issue anyway.
Obsolete
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Post by Obsolete »

How would you want to implement the threshold? By danger according to your defensive unit? What if you got a little tank, but an armoured truck comes down the horizon that can hurt you?

Decision A: To shoot or not to shoot.
Decision B. When to shoot (part of decision A).

A unit is often much more leathal to you when up close, and not so much when far away...
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Brummbar44
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Post by Brummbar44 »

Good questions.

Yes, I would think that the threat should be assessed by the unit put into 'overwatch' and it would be directly related to itself. So an M5 won't see a truck as a threat (even if it is loaded with infantry...again, players choice) but would see a Puma as one and fire on it.

I like your idea of taking effective fire range into account, but I'm assuming that the programming to shoot would stay the same (holding fire until the target is at an optimal range would be ideal, but perhaps more complicated?).

I think the game is great as is...just a couple of ideas that can enhance the experience.
Obsolete
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Post by Obsolete »

You know, IIRC ever since the defending unit was given that one extra SHOT in the early Beta of the Vanilla release, I believed the gui should indicate this extra shot for the phasing player. IIRC, when you see 0 bullets on a unit, you still cant be sure if it really depleted all of its ammo this turn or still has a RESERVE left. Of course, if you have photographic memory, then it doesn't really matter much :P
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
GeorgM
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Post by GeorgM »

Vehicles can be sometimes immobilized by AT fire, especially by grenade attack. It is not too complicated to implement this feature since they already can be bogged.
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