Good looking game but lots to do

Tigers on the Hunt is a World War 2 hard-core tactical wargame for PC.

It creates a truly and immersive depth tactical simulation. Tigers on the Hunt boasts a ferocious and adaptive AI which will dynamically respond to a player’s maneuvers.

Moderators: Paullus, Peter Fisla

rickier65
Posts: 14252
Joined: Thu Apr 20, 2000 8:00 am

RE: Good looking game but lots to do

Post by rickier65 »

ORIGINAL: acropora
Sorry, Tigers on the Hunt is a computer game inspired by ASL board game, so no dice rolls, no game formulas, drm tables or CRT tables exposed.
I can agree but is better to have into the manual some explanation about the game mechanics.I was an ASL player and i know ,more or less,the rules but one totally fasting can have problem to understand.
Also the characteristics of an tank is important to know ,to avoid suicidal situation.

I agree. Hopefully the manual will have explanations of factors involved in the game mechanics.

Thanks
Rick
Gerry4321
Posts: 889
Joined: Mon Mar 24, 2003 2:40 am

RE: Good looking game but lots to do

Post by Gerry4321 »

For example a player needs to know if a wooden building give the troops the same protection as a woods hex. How do grain and brush hexes compare in terms of cover, etc.
bo
Posts: 4175
Joined: Thu Apr 30, 2009 9:52 pm

RE: Good looking game but lots to do

Post by bo »

ORIGINAL: waltero
ORIGINAL: pad152

As a computer wargamer, I'll never understand how watching dice roll across the screen adds immersion.[8|] Some things are best left under the hood.

Agreed. We don't want dice showing up in the game. Players always becoming immersed with the dice.


Quote:
I know we are at the beginning but the game needs to create that angst that dice rolls gives a player. end quote.

looking for the dice to create a feeling of dread, anxiety, or anguish when you should be getting "that angst" from a enemy sniper, 10+3 leader, HMG, Berserker(expansion), Tank etc.
Allowing dice to enter the game will take away that power/fear from enemy units...then it becomes nothing but a game of dice.
I can run across that open ground- don't worry about that squad firing a HMG directed by a 10+3 leader...my opponent has been rolling crap all day!







plus 1

Bo
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Peter Fisla
Posts: 2578
Joined: Fri Oct 05, 2001 8:00 am
Location: Canada

RE: Good looking game but lots to do

Post by Peter Fisla »

The game has terrain effect chart, also sections like How to play a scenario as well as How-To section which explains how to move personnel, vehicles, how to fire with personnel, support weapons, ordnance, vehicles including off-board artillery.
misesfan
Posts: 73
Joined: Sat Mar 15, 2008 5:13 am

RE: Good looking game but lots to do

Post by misesfan »

ORIGINAL: Peter Fisla

[Posted this on the grogheads forum, sharing it here with you]

It's easy to say that interface could be improved, yes it could of course; if you look at other tactical wargames like say Squad Battles, Pz Command it's easy to overlook the fact that these games only have few units (and the personnel within those units shirt, the unit itself never breaks down into sub units), weapons in a hex. In Tigers on the Hunt, like in ASL; you can have 6 Half-Squads + 6 support weapons, 4 Leaders + 4 support weapons and a Vehicle = 21 objects, never mind the fact that you can also have un-possesed support weapons + ordnance in the same hex, that's just one side. When you have Close Combat segment, the other side can have as well many units and weapons so you can possibly end up with 45+ objects all in the same hex. I can't think of any easy to use control, that would allow you to see all the objects in any meaningful way - without using a grid or tree control. The game code needs to account for all the objects you can have in a hex...otherwise the game will crash. Also in terms of the way interface works to move a unit or to fire with a unit/weapon.

There is a lot of game functionality validation going on behind the interface when the user selects an object and the game provides information to the user what can be done with that selected object (unit/weapon). So the game provides feedback to the user right away, rather then allowing the user to pre-select whole bunch of stuff and only provide message to the user once the user clicks on something on the map to resolve the action.

There is a reason why ASL was never converted to computer, the system is too complex/too expensive from development perspective to port it over properly to computer and for what 5000 copies sold ? I was crazy enough to be inspired by ASL to write my own game. Thinking about how long it took me to get it done now, I'm not sure I would have started it 10 years ago.

Respectfully disagree - right clicking on a stack would mitigate some of the fiddly-ness when selecting units. And ASL could never be converted into a computer game because of SSR's - not mechanics. Heck, Combat Mission is a fine game and adheres to much of the ASL ruleset and it was developed 20 years ago.

Hopefully, your game will have a deep campaign game, because I think that lack of a campaign will really kill a tactical game nowadays.
ezzler
Posts: 864
Joined: Sun Jul 04, 2004 7:44 pm

RE: Good looking game but lots to do

Post by ezzler »

Much as I like campaigns, ASL was primarily a scenario game. The campaigns only came a long way down the development.
The hook was in having every available armoured vehicle or support weapon available as a counter.

i used to really want ASL campaign games. And rushed to buy them when released. But , in truth, they were always a bit fiddly. And didn't play the way the scenarios did. The fast pace was lost as players were more careful with their units.

I did enjoy the campaigns. The Airbourne one particularly. But many other players much preferred a simple 'fight for the commissar's house.' Or 'Hill 30 must be taken'
Rosseau
Posts: 2948
Joined: Sun Sep 13, 2009 2:20 am

RE: Good looking game but lots to do

Post by Rosseau »

The graphics remind me a bit of John Tiller's latest game (Pz Battles: Normandy), which is a compliment. Old school, but in a good way? If everything promised on the product page is included - and the AI is a little better than HPS stuff - it will certainly be a welcome addition.

I plan to get it immediately based on looks alone. Best of luck [:)]
helmick
Posts: 10
Joined: Wed Feb 11, 2015 11:16 pm

RE: Good looking game but lots to do

Post by helmick »

I'm excited and have been waiting years like many other for someone to at least attempt to build a game inspired by SL/ASL. Combat Mission came close but really didn't scratch that itch and the new Combat Mission missed it by a mile for me.

I'd love to see added to this game via DLC the possibility of multi storied buildings in the future.
Gerry4321
Posts: 889
Joined: Mon Mar 24, 2003 2:40 am

RE: Good looking game but lots to do

Post by Gerry4321 »

+1 to the buildings request.

Also would like Matrix/Slitherine to look into some way of playing this in Slitherine's servers.

If the game selss well there are so many exciting possibilities such as scenario packs around a theme, etc.
Delaware
Posts: 234
Joined: Tue Aug 06, 2013 2:51 am

RE: Good looking game but lots to do

Post by Delaware »

Very much a John Tiller vibe... but very 1997 looking..... I was reminded of playing Battleground Gettysburg
Daniele
Posts: 1797
Joined: Sat Feb 07, 2015 2:27 am

RE: Good looking game but lots to do

Post by Daniele »

Hi all!

The second tutorial is online!

https://youtu.be/5-xQSEtFkKc?list=PLk5K ... 1eZKljbeX7
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