PC:K and random battles

The highly anticipated second release in the Panzer Command series, featuring an updated engine and many major feature improvements. 3D Tactical turn-based WWII combat on the Eastern Front, with historical scenarios and campaigns as well as support for random generated battles and campaigns from 1941-1944.
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rickier65
Posts: 14252
Joined: Thu Apr 20, 2000 8:00 am

PC:K and random battles

Post by rickier65 »


I just had to post a note here in the general forum about how nicely done the RBG is.

The game design uses the template approach for selecting force placement. This means that rather than randomly scattering forces in arbitrary "set-up" zones, the forces are placed in areas based on specific map attributes. An actual human has looked at the map and idnetified "reasonable" places to place forces based on the map and the unit type. Then the Random system chooses from these locations (possibly 30-40 different ones for each unit type) to place the units.

There's even more to this, the setup geometry is even customizable/controllable. The key to me is the thought that went into designing the system to accomodate this type of customization. Then the talent to implement and take advantage of that design.

Granted, this means it takes longer to "create" the random maps maps and the intelligent set-ups, but I think in long run it's well worth it. I've seen too many Random set-ups where the units simply end up in either totally unuseable positions, or more often, in totally predictable locations. Once there is a large enough "pool" of random maps to choose from, this approach will provide the best features of both 'designed' scenarios and 'random' scenarios.

There are a number of other features to rave about, but this one struck a cord these last few days, so thought I'd give some public credit to all thosae involved with putting this product out!

And Merry Christmas to you all! (or happy whichever holiday you happen to celebrate at this time of year).


Rick
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