Scenario of Quick Battle Generator

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.

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Arjuna
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Scenario of Quick Battle Generator

Post by Arjuna »

Hi all,

It was suggested in another thread that one new feature worth doing would be a scenario or quick battle generator. By this I understand the player would instead of selecting an existing scenario would opt to generate one from scratch. Presumably this would open a screen where the various parameters/options could be specified.

So what parameters would you like to see implemented and what options?

A big issue would be if you want to simply select from one of the existing maps ( much easier from a development point of view ) or would you want to be able to create a purely fictional map from scratch ( much, much......much more difficult ).

Obviously you want to be able to specify the scenario duration and weather; for each side its air strike schedule, resupply schedule, number of SEPs, number of objectives, type of objectives ( eg Secure, Secure/Deny Crossing, Exit ), force list, proportion of force on-map at start, spread of reinforcements ( maybe a min force size per reinforcement ), which map edge starts friendly to which side etc etc.

Over to you now. [:)]
Dave "Arjuna" O'Connor
www.panthergames.com
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goodwoodrw
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RE: Scenario of Quick Battle Generator

Post by goodwoodrw »

I like the quick scenario generator in the CM series, because u can dictate the size of the game in all facets eg map, force and conditions. you can pit one gun against any number of tanks. u can create a totally lop sided battle if u like.
Ron
Formerly Goodwood

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sterckxe
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RE: Scenario of Quick Battle Generator

Post by sterckxe »

ORIGINAL: Arjuna
So what parameters would you like to see implemented and what options?

The game includes a scenario maker and a mapmaker, but how about a documented scnenario and map data structure ?

This would allow some enterprising soul to make his own tool that could generate a scenario file from scratch or adapt a couple of key items. This would remove the burden of development from the Panther team and let them focus on advancing the engine.

Greetz,

Eddy Sterckx
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RE: Scenario of Quick Battle Generator

Post by GoodGuy »

ORIGINAL: Arjuna

....or would you want to be able to create a purely fictional map from scratch.

Yes.
From a dev POV the way tougher option, but (imho) almost the only option (in case you opt for planning a wizard at all) to "recruit" higher numbers of new customers, and a good way to enhance the current replay value (which is anything than low with this strong AI, but scenarios are done after 3rd or 4th time of playing 'em for quite a few ppl.. ok not for me, hehe), which would add to this engine's list of good selling points - for future sales, imho. Offering existing maps (with a somewhat randomized mixed force pool on both sides) only wouldn't work that well, I think.

Another (downgraded?) implementation of a generator here could be using the first option you have mentioned (i.e. using existing maps), but it would have to be able to create temp scenarios deploying randomized force pools PLUS randomized or (even better, to ship around programming a randomization engine) editable Scenario objectives (examples: choose between let's say a) seize airport X b) assault city Y c) attack force assembling in wood Z and so on), at least.

Whatsoever, both "simple" versions I have outlined here would still add a whole new experience and would push the replay value to an unknown level within the AA series .... a generator (in general) would be a stronger selling point for those ppl who are not sure whether they should buy the game or not, no doubt.

I believe that a "deluxe" generator (creating fictional maps) would create significantly better sales than any downgraded version though, thus boosting the size of the community, creating a higher number of custom scenarios in return, most likely <--- a broad range of available custom scenarios (see CM and the like), along with my favourite, a Co-Op-mode, might be the most important ingredients to get a strong community and to keep a game alive, even in this niche sector.

With the current situation regarding custom scenarios, I am sure that we will see some publically available custom scenarios for COTA after the patch, but my guess is that there will be 15 or 20 max (if at all), for various reasons, so a generator would surely make up for this general lack of scenarios, although I'm well aware of the possibility that BFTB might attract more ppl to create scenarios (if shipped with the HTTR estab).

Eddy came up with an interesting idea there, though.
"Aw Nuts"
General Anthony McAuliffe
December 22nd, 1944
Bastogne

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"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
8th of August, 2006
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RE: Scenario of Quick Battle Generator

Post by GoodGuy »

Ha, forgot to add one thing: Imagine multiplayer games using such generated scenarios. The "deluxe" generator, which would create fictional maps on the fly, would put up serious challenges for human vs human games, where the players would have to give orders and handle things on unknown terrain. That's where some potential virtual Rommels will stand out from the crowd [;)] .

I don't think that there'll be a deluxe gen soon .... oh wait, maybe for "COTP" (Conquest of the Pacific - Isle Hoppers -> Allies/US vs Japan), in 2015. [;)]
This engine really deserves getting high sales though, so that a number of programmers could get things done quickly, honestly !
"Aw Nuts"
General Anthony McAuliffe
December 22nd, 1944
Bastogne

---
"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
8th of August, 2006
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Trigger Happy
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RE: Scenario of Quick Battle Generator

Post by Trigger Happy »

Kind of objectives could be, like GoodGuy said, something like: "Capture/Defend the Airport/Town/Forest/etc."

You could plug, now that these scenarios would not be historical, objectives like ... "the enemy has penetrated the first lines of defense and you have to make a fighting withdrawal to allow friendly forces to escape the enemy vicious trap. You win if you exit at least 50% of your force while destroying 80% of the enemy." ... [:D] That would allow you to do away with having territorial objectives that would have to be generated by the scen-gen. Just make a whole side edge of the map an exit point.
I just would like to try scenarios like that in AA to see if they could work considering the scale (operational) of the game.

About randomized maps... good luck! [:D]
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loyalcitizen
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RE: Scenario of Quick Battle Generator

Post by loyalcitizen »

It's the lack of new maps that keeps me from playing this more than once in a while. Using the same map for different scenarios over and over just gets boring and repetitive. Random maps are my #1 wish.
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Wish #2 would be to choose the participants&nbsp;in the battle by simply deciding what size force each side has and&nbsp;its type (motorised, foot, mix). For instance, I could just checkmark "Division" for the Germans and "Corp" for the British. The computer would then drop the appropriate forces onto the board chosen from a pool of pre-made stock/typical units. The OOB still exists, but I don't have to put it together unit by unit. Further parameters can provide options for type of forces (motorised, foot, mix), and etc.
&nbsp;
Thanks,
loyalcitizen
&nbsp;
El Savior
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RE: Scenario of Quick Battle Generator

Post by El Savior »

Random maps would be very useful for quick battles. I remember few times playing my friend's Combat Mission. Generated maps were were poor and didnt many times fit well, but you can always press GENERATE NEW MAP-button again and finally there can be nice map. Also bigger community will produce better maps and full scenarios for download too.

My thoughts about quick battle generator:
  • Choose forces size (batallion, regiment, division, corp, army)
  • Forces type: mixed, armor, infantry, airborne only or random (can be selected for both sides!)
  • Attack, defence, secure bridge, exit etc. (other side will be automatically defender or try to deny bridges)
  • Airborne yes/no (minor > batallion, medium > regiment, major > division)
  • Time limit (generated automatically from forces size but can be adjusted)
  • Reinforcements and supply (much, less or none example)

This could be done much like Combat Mission. Also it would be nice if it is possible to choose one division/regiment from the list. Example GE 2nd Panzer Division (1944) vs. UK 1st Airborne Division (1944). All options could be make random, but only with human assitance it's possible to create better quick battles.

This kind of random battle generator even without random maps would add replayability. Choosing fictional division vs. division encounters would add totally new level to this game!
El Savior
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