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Multiplayer battles with force buying

Posted: Wed Nov 24, 2010 2:17 pm
by Ryben
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.

Posted: Wed Nov 24, 2010 3:06 pm
by Merr
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

Posted: Wed Nov 24, 2010 3:33 pm
by timeout
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.

Posted: Wed Nov 24, 2010 4:50 pm
by LOGAN5
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.
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.

Posted: Wed Nov 24, 2010 6:19 pm
by Merr
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.

Posted: Wed Nov 24, 2010 7:42 pm
by LOGAN5
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.

Posted: Wed Nov 24, 2010 11:08 pm
by MesaDon
It would be nice to have an army creation system such as used in Field of Glory with the DAG system. You need to only know how to use a mouse to click to have unlitimed sets of armies for a MP game. I guess all I can do is just dream on. :cry:

Posted: Thu Nov 25, 2010 1:44 am
by bones65
he he.. i was wandering why my reply on another post was totally ignored!!... cos you guys are pressing for it here 8) .. :idea: 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?

Posted: Thu Nov 25, 2010 7:19 pm
by LOGAN5
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. Instead of sending back and forth like I suggested before.

Posted: Thu Nov 25, 2010 11:51 pm
by pipfromslitherine
Iain's been pushing me for it too :). I just want to be sure to get the flow right so it's not too slow to get into the game proper. As you guys have seen, it's not entirely straightforward :).

Cheers

Pip

Posted: Fri Nov 26, 2010 9:06 am
by PirateJock_Wargamer
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 :wink:

Posted: Sat Jan 08, 2011 5:49 pm
by djddalton
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..
Exactly! I don't know why everyone is fussing about multiple setup turns...


Suggestions:

:arrow: Mostly Randomised forces - in a real life situation you wouldn't be picking and choosing over units. This would be fun because it would force you to use different strategies! Some sort of protocol should be in place to prevent the forces being too biased (the computer could enforce a minimum of 4 tanks and 4 infantry in a scenario, for example)


:arrow: Core units + bought units - Each player might have favourite units that they use. This would keep a degree of certainty and balance. Also, you could surprise your enemy by filling a town with infantry, or tanks, or 2 rocket launchers! The key is that the opponent should not be able to know what is coming...without reconnaissance

:arrow: Bought units with automatic placement - have a number of squares dedicated to armour, some to infantry, some to support - and then randomise the placement based on what the player has bought. This would be great because you might have to fight to secure your favourite recon/ambush spot!

I know these suggestions might offer some challenges in terms of implementation, but it's what this game needs!