Winding Down and Time

Prepare yourself for a wargaming tour-de-force! Conquest of the Aegean is the next generation of the award-winning and revolutionary Airborne Assault series and it takes brigade to corps-level warfare to a whole new level. Realism and accuracy are the watchwords as this pausable continuous time design allows you to command at any echelon, with smart AI subordinates and an incredibly challenging AI.

Moderator: Arjuna

sapper_astro
Posts: 298
Joined: Tue Jul 05, 2005 2:10 pm

RE: Winding Down and Time

Post by sapper_astro »

Must agree with the Judge. His idea of engineers laying mines is not only historical but also adds an excellent element of tension and challenge. Naturally the AI will need coding on where good places for mines should be and that may be the stickler here.
User avatar
Arjuna
Posts: 17768
Joined: Mon Mar 31, 2003 11:18 am
Location: Canberra, Australia
Contact:

RE: Winding Down and Time

Post by Arjuna »

Billy,
 
Re minefields. I would like to have the ability to lay them in the Game too but it's a question of available time and it will most likely take a considerable amount of time to write AI good enough to manage the laying of minefields on the fly. However, you raise a good point about predictability. What if we treated them like reinforcements - ie with different schedules and randomly choose one at the start of each scenario. That way the scenario designer could say have minefields covering the west side of town in schedule 1 and on the east side in schedule 2 and not at all in schedule 3 but say to the north of some other town.
 
This is not perfect but it would help get around the predictability issue.
Dave "Arjuna" O'Connor
www.panthergames.com
User avatar
sterckxe
Posts: 1897
Joined: Tue Mar 30, 2004 8:09 am
Location: Flanders
Contact:

RE: Winding Down and Time

Post by sterckxe »

ORIGINAL: Arjuna
However, you raise a good point about predictability. What if we treated them like reinforcements - ie with different schedules and randomly choose one at the start of each scenario. That way the scenario designer could say have minefields covering the west side of town in schedule 1 and on the east side in schedule 2 and not at all in schedule 3 but say to the north of some other town.

This is not perfect but it would help get around the predictability issue.

Best idea I heard all week - this would *really* add some spice to the minefield thingie

Greetz,

Eddy Sterckx
User avatar
JudgeDredd
Posts: 8362
Joined: Fri Nov 14, 2003 7:28 pm
Location: Scotland

RE: Winding Down and Time

Post by JudgeDredd »

That would definitely help player to player. At least he only has "an idea" of where they "could" be. I think the number of "schedules" should perhaps differ depending on the scenario size/number of minefields.
 
You would make this for AI v player as well as player vs player? So if the AI was the allies, then it would select one of the random schedules?
 
In that case, that would be good.
Alba gu' brath
RayWolfe
Posts: 1556
Joined: Wed Feb 05, 2003 9:40 pm
Location: Kent in the UK

RE: Winding Down and Time

Post by RayWolfe »

ORIGINAL: Arjuna
What if we treated them like reinforcements - ie with different schedules and randomly choose one at the start of each scenario. That way the scenario designer could say have minefields covering the west side of town in schedule 1 and on the east side in schedule 2 and not at all in schedule 3 but say to the north of some other town.

Sometimes you have flashes of brilliance. This is one such time.
Ray
James Sterrett
Posts: 1619
Joined: Wed Jul 07, 2004 4:03 am

RE: Winding Down and Time

Post by James Sterrett »

Random selection of minefield patterns makes a lot of sense.  [:)]
 
 
MarkShot
Posts: 7450
Joined: Sat Mar 29, 2003 6:04 am

RE: Winding Down and Time

Post by MarkShot »

From the beta forum on 08/01/06 ... :) I know that my contribution seem to get lost when you have all the super heavy grogs/mil types discussing a topic. I don't mind and I am used to it anyway.
ORIGINAL: MarkShot

Although mine fields will only be placeable in SM, should they behave like DZ/LZ and with multiple definitions where one is randomly instantiated at scenario start?
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
RayWolfe
Posts: 1556
Joined: Wed Feb 05, 2003 9:40 pm
Location: Kent in the UK

RE: Winding Down and Time

Post by RayWolfe »

ORIGINAL: MarkShot

From the beta forum on 08/01/06 ... :) I know that my contribution seem to get lost when you have all the super heavy grogs/mil types discussing a topic. I don't mind and I am used to it anyway.

Then I apologise to Dave for suggesting he is brilliant! [;)]

Mark, you should surely wear the crown ... trouble is Mark, are so all round excellent that we tend to just be in such awe of you that we don't see the outstandingly good points amongst all your brilliance.
Ray
Vince_Tooket
Posts: 34
Joined: Mon Jul 03, 2006 1:18 pm

RE: Winding Down and Time

Post by Vince_Tooket »

If you keep Assault in the name of the serie, it will continue to speak by itsel. Something like Air-Ground Asssault, Operational assault or better.
Vince_Tooket
Posts: 34
Joined: Mon Jul 03, 2006 1:18 pm

RE: Winding Down and Time

Post by Vince_Tooket »

That have tried to say is that the word "assault" keep a link to the future old name "Ariborne Assault".
Vince_Tooket
Posts: 34
Joined: Mon Jul 03, 2006 1:18 pm

RE: Winding Down and Time

Post by Vince_Tooket »

We could then simplifiate the name of the serie by "assault series"
Post Reply

Return to “Conquest of the Aegean”