Number of VL locations/AI effectiveness

Based on Atomic Games’ award-winning Close Combat series, Close Combat: The Longest Day brings together the classic top-down tactical gameplay from the original series and plenty of new features, expansions, and improvements! The Longest Day remake comes with a brand new Grand Campaign that covers all the airborne and beach landings, expanded map sizes, new hand-drawn historical maps, illumination during night battles and much more!
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benpark
Posts: 3073
Joined: Mon Aug 12, 2002 1:48 pm

Number of VL locations/AI effectiveness

Post by benpark »

I am pretty impressed with the improvements of this steroid version of CC5, but I was wondering how much better a fight might be offered with having only 2-3 VL's per map that would be relatively close to one another. As it stands now, there are usually 5-6 VL's that are spread throughout the map in very disparate locations.

In CC2, the maps were smaller, and the fight vs the AI was pretty intense. The maps sizes of CC5 are nice and large for maneuver, but the computer player (particularly as attacker) can have a difficult time with so many options for attack/defense. I'm sure this is mod-able, but I'm wondering what people think of the idea of around 3 VL's per map that are not too distant from one another and how much better it might make the battles vs. the AI.
"Fear is a darkroom where the devil develops his negatives" Gary Busey
samarobriva
Posts: 71
Joined: Sat Apr 08, 2006 11:43 am

RE: Number of VL locations/AI effectiveness

Post by samarobriva »

The Ai does not defend all its VL. From what I have experienced its actions are merely concentrated on exit points
Tejszd
Posts: 3469
Joined: Sat Nov 17, 2007 4:32 pm

RE: Number of VL locations/AI effectiveness

Post by Tejszd »

That is probably a good thing as those exit VL's allow the BG to advance and retreat (when the adjoining map is empty) if required to....
samarobriva
Posts: 71
Joined: Sat Apr 08, 2006 11:43 am

RE: Number of VL locations/AI effectiveness

Post by samarobriva »

True, but if I'm correct exit points counts for fewer points as central points in battle results
benpark
Posts: 3073
Joined: Mon Aug 12, 2002 1:48 pm

RE: Number of VL locations/AI effectiveness

Post by benpark »

VL's at the very edge of the playable area seem to devalue the point of having larger maps, as there are less chances for maneuver when the goal is to capture a location reachable by few possible avenues. Couldn't the VL's be for the road leading off of the map, further in?
"Fear is a darkroom where the devil develops his negatives" Gary Busey
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