New game with the same engine.

Advanced Tactics is a versatile turn-based strategy system that gives gamers the chance to wage almost any battle in any time period. The initial release focuses on World War II and includes a number of historical scenarios as well as a full editor! This forum supports both the original Advanced Tactics and the new and improved Advanced Tactics: Gold Edition.

Moderator: Vic

seille
Posts: 2048
Joined: Tue Jun 19, 2007 8:25 am
Location: Germany

RE: New game with the same engine.

Post by seille »

Just in case Vic didn´t stop reading here i have some wishes.
 
One is not new:
 
Naval interception. I wish to be able to let my ships intercept any incoming ships
in case i activate the "intercept-option" (like for planes)
 
More mission types for planes: Anti sub patrol for example.
This should work a bit like recon. If a player moves his subs thru waters that are controlled by my planes then
there should be a chance the sub is detected and attacked depending on the number of planes i have there and the distance between
airfield and sub.
for this job. Special long range plane types would be nice here. The planes do their job on enemy turn and they are NOT available while own turn
because of their anti sub mission setting. This is a bit virtual like the Anti Supply option yet.
 
Minelayer: Needed to prevent enemy ships to block own ports or to protect own coasts
 
AP Reserve setting: A thing i asked for already long time ago. Player can set a amount of AP that are reserved.
Ok, how this works ? Player can move a ship unit to a coast, fire some rounds (3-4) and then move back the ships out of the dangerous area.
He just has to set a AP reserve of lets say 40 before he starts bombardment, then switch the reserve back to 0 to free the reserve and more back.
Players who don´t like micromanagement don´t have to use it [;)]
It is definitely helpful and better for realism especially when i have turn lengths of 3 or 4 weeks.
 
 
AT has only a few weak points. Why not eliminate them ?
Hopefully it´s not too late for wishes like this !
 
 
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Hertston
Posts: 3317
Joined: Sat Aug 17, 2002 3:45 pm
Location: Cornwall, UK

RE: New game with the same engine.

Post by Hertston »

ORIGINAL: gnrss
i appreciate this great thought of Vic that making a new game with a great and mature game engine(AT engine). this thought can be applied on many other new games.i think this new game with the same engine will be as excellent as AT.i'll wait and pay for it when it comes.
and i also want to know that if AT engine is synchronized to be updated when improve this new game?[&o]

If the next game remains 'Advanced Tactics', as opposed to a completely different project, it is essential IMHO that user scenarios designed with one game will be compatible with the other or at the very least that designers using AT: 'Next Game' can create scenarios that AT:WW2 owners can play even if they don't use any new features introduced in 'Next Game'. Hopefully, like HPS do, earlier games could be 'retrofitted' with such improvements.
zook08
Posts: 138
Joined: Tue Feb 19, 2008 4:27 pm

RE: New game with the same engine.

Post by zook08 »

Naval interception. I wish to be able to let my ships intercept any incoming ships
in case i activate the "intercept-option" (like for planes)

I think we should have a seperate thread for this.
More mission types for planes: Anti sub patrol for example.
This should work a bit like recon. If a player moves his subs thru waters that are controlled by my planes then
there should be a chance the sub is detected and attacked depending on the number of planes i have there and the distance between
airfield and sub.
for this job. Special long range plane types would be nice here. The planes do their job on enemy turn and they are NOT available while own turn
because of their anti sub mission setting. This is a bit virtual like the Anti Supply option yet.

My bombers should be able to attack all kinds of shipping, not only subs. The problem is that a fleet with strong AA units could easily destroy even a large number of bombers.
Minelayer: Needed to prevent enemy ships to block own ports or to protect own coasts

I like that one, but scenario designers should take care not to make this feature too powerful. In the WaW scenario for example, you wouldn't want the Royal Navy to mine the entire North Sea.
- Minelayers (ML) could work like Engineers, accumulating a few Mine Points every turn.
- ML should also be minesweepers, with very good chances to completely clean up a hex in one turn. In reality, you wouldn't have to remove all mines from an area, just sweep a wide corridor.
- Mines shouldn't sink too many ships, but mostly damage them.
- Mines should have a limited Anti-Supply value
- Minefields should deteriorate each turn
AP Reserve setting: A thing i asked for already long time ago. Player can set a amount of AP that are reserved.
Ok, how this works ? Player can move a ship unit to a coast, fire some rounds (3-4) and then move back the ships out of the dangerous area.
He just has to set a AP reserve of lets say 40 before he starts bombardment, then switch the reserve back to 0 to free the reserve and more back.
Players who don´t like micromanagement don´t have to use it [;)]
It is definitely helpful and better for realism especially when i have turn lengths of 3 or 4 weeks.

I think that could easily be lead to gamey play, exactly because the defender should have a chance to fight back. This advance, attack, retreat move is just exploiting the game sequence IMO.
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