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RE: ATG v2.12 Beta Questions and Issue Reports

Posted: Fri Dec 21, 2012 10:36 am
by Tac2i
I think we need to remember that the officer module is just one of several available on which to base your random game. This new module in no way affects the standard random game module without officers. That said, I'm certain Vic is looking for all the feedback he can get on the new officer module so keep those ideas and comments coming. The thing about ATG and the reason it is such an outstanding gaming system, is that it allows so much variety and more closely simulates the challenges of operational level warfare with an economic basis than any other game I'm personally familiar with.

I'm not certain that any of the ideas presented so far necessarily slow down the game. Selecting random game options like "stone age," "limited roads" or "costly production" slows things down. I do agree with Mean that the Officers need to be built into the game system in a way that makes them useful at a reasonable expense or they simply will not be used. I also like the idea of "personality" so that the officers aren't just all from the same cookie cutter.

Meanie is a smart, organized and 'fast and furious' kind of player (and a darn good one!) and the game accommodates that style of play. I'm learning a lot and expect to learn more as we are team mates in a current multiplayer game.

ATG Modules (v2.11/v2.12)(some require the NATO Counters Mod)
1) generic.at2 - standard ATG
2) generic2.at2 - standard ATG with ALT Map Graphics (no climate option)
3) anewdawn.at2 - standard ATG with Officers (v2.12 only)
4) classic.at2 - original AT game
5) genericnato.at2 - standard ATG with NATO counters
6) genericnato2.at2 - ATG with NATO counters and ALT Map Graphics (no climate option)
7) dwnNATO.at2 - ATG with Officers and NATO counters (v2.12 only)

RE: ATG v2.12 Beta Questions and Issue Reports

Posted: Fri Dec 21, 2012 8:44 pm
by Jafele
Another idea is to make random the initial experience level of officers. As Web said the officers aren't just all from the same cookie cutter. Experienced officers should be more expensive than common ones. Also the probability to find an initial experienced officer must be shorter: ie 50% level 1; 25% level 2; 15% level 3; 5% level 4; 5% level 5+

Renowned leaders (5+ level) are difficult to get and can be a good inspiration for any scenario.

RE: ATG v2.12 Beta Questions and Issue Reports

Posted: Fri Dec 21, 2012 9:33 pm
by Meanfcker
Vic, have you ever considered mines? Engineers could put them down at "X" (slightly prohibitive)cost and to remove them would require engineers or unlucky infantry with marchinng orders...
The cost could be massive engineer points and not have to dip into the precious pp pool.
Just a thought, while you are introducing new concepts.
Meanie.

RE: ATG v2.12 Beta Questions and Issue Reports

Posted: Sat Dec 22, 2012 8:45 am
by lancer
G'day,

The Mx. Staff code is definitely bugged. Numbers are all over the place, as also indicated by Josh above.

The experience gain code is also suspect. With a one town start I had reached turn 30 and all three officers were still sitting on '0' experience. If there is a random chance of experience gain per turn then it might have just been bad luck but previous games would indicate otherwise.

Some info on how Officers gain experience would be helpful.

I'd vote for more personality for Officers as well. As each officer has two qualities, apart from Mx. Staff, perhaps you could have, on occassion, one quality being negative and the other quality correspondenly outstanding such that they both add up to the required '50' points. Eg. if Combat come in at -10% then Morale would be +60%.

Having Officers with negative qualites (eg. defects) might make things more interesting provided it was balanced (eg. total of '50' for the two numbers).

Cheers,
Lancer

RE: ATG v2.12 Beta Questions and Issue Reports

Posted: Sat Dec 22, 2012 12:27 pm
by Jafele
About the max number of staff for officers I would introduce military ranks. The higher the level of an officer the more units is able to command: Colonel, General, etc.

RE: ATG v2.12 Beta Questions and Issue Reports

Posted: Mon Dec 24, 2012 1:13 pm
by Vic
Max staff is the maximum number of staff individuals the officer can supply bonus too. (the actuall staff points of the officer concern the number of staff points it can controll => for example 1 staff has 10 staff points). I'll see if i can make this a bit more easy to understand.

And thanks for all the feedback! keep it comming. I am planning a second beta patch for january and hope to fine tune the officers with that patch.

Best,
Vic