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RE: What else can we tell you about the game?

Posted: Wed Jun 26, 2013 11:23 pm
by BletchleyGeek
After seeing the DAR videos I've got a few questions, which I will group by themes (if they've been already made, I'd appreciate being directed to the appropiate posts):

[*] I see that the turns are resolved simultaneously, in a fashion that reminds me of the WEGO system in Avalon Hill/Atomic Games operational series (I didn't try the previous Flashpoint game). That is, time is broken up into a set of N steps, at each step, each unit executes one action (like moving towards a location).

-> Are fires being resolved as well as individual unit actions?

-> Is there a notion of 'close assault' to force enemy units to retreat from an hex? Or such retreats are only an outcome of fires?

-> How is determined the order in which units take actions at each step of the Resolution phase?

[*] It's also very interesting that FP tries to account for the notion of orders cycle. From the videos and MadRussian's DAR, I see that the duration of these orders cycle is variable.

-> Is it always the same for the two players? Is it possible, say, to have one side with an orders' cycle that is significantly shorter than that of the opponent? For instance, say Red has 15 minute orders cycle and Blue has a 35 minute orders cycle. Does that mean that Blue has one orders phase and Red two in the same period of time?

-> How can players affect the duration of the orders cycle?

-> If orders cycles can be asymmetric, how's this resolved in a MP setting?

Very interesting concept, looking forward to the answers.

RE: What else can we tell you about the game?

Posted: Thu Jun 27, 2013 7:06 pm
by CapnDarwin
1. Turns. Yes it is an asynchronous WEGO system. Orders are issues and then the game resolves the action until the next orders time is reached for a player.

1a. Not sure what you are looking for here. Units move and shoot based on a number of factors.

1b. Really a couple of different cases here. There is, for a 500m hex, a "close assault" mechanic you get based on same hex, higher rate of fire, etc. Retreating on the other hand is a function of orders state, national characteristics, readiness, morale, losses and visible enemies and a few other items. There is no board game like close assault order. Just grim close range fighting.

1c. Even here there are many factors. Readiness (fatigue), morale, command state, movement type, and national characteristics.

2. One thing we really wanted to try to capture is the whole command orders cycle. The turns as stated about are variable for both sides.

2a. Yes. It is quite possible to get either inside the opponents command cycle or be on the outside looking in. And yes in your example the Red player would be able to issue/alter orders twice to Blue single orders phase.

2b. Effects are most prominent if HQs are lost. Jamming levels (static by scenario in this initial version of the engine) also impact orders delay. Unit readiness (fatigue) also plays a part in the final number. So to get ahead you need to keep you HQs out of the line of fire (including being nailed by enemy arty units via radio fix) and find and kill your enemies HQs.

2c. You hit on it above. The Red player will see two orders cycles while the blue player waits for his one. Both players are informed of an orders break. The same system will apply to PBEM++.

Let me know if you have any more questions.

RE: What else can we tell you about the game?

Posted: Thu Jun 27, 2013 9:30 pm
by BletchleyGeek
ORIGINAL: Capn Darwin
1a. Not sure what you are looking for here. Units move and shoot based on a number of factors.

1b. Really a couple of different cases here. There is, for a 500m hex, a "close assault" mechanic you get based on same hex, higher rate of fire, etc. Retreating on the other hand is a function of orders state, national characteristics, readiness, morale, losses and visible enemies and a few other items. There is no board game like close assault order. Just grim close range fighting.

Okay, I was wondering if FP combat modeling had anything to do with Tiller's operational games with their Fire and Assault mechanics. I see that here we have something less contrived and more convincing [:)]
ORIGINAL: Capn Darwin
2. One thing we really wanted to try to capture is the whole command orders cycle. The turns as stated about are variable for both sides.

2a. Yes. It is quite possible to get either inside the opponents command cycle or be on the outside looking in. And yes in your example the Red player would be able to issue/alter orders twice to Blue single orders phase.

2b. Effects are most prominent if HQs are lost. Jamming levels (static by scenario in this initial version of the engine) also impact orders delay. Unit readiness (fatigue) also plays a part in the final number. So to get ahead you need to keep you HQs out of the line of fire (including being nailed by enemy arty units via radio fix) and find and kill your enemies HQs.

Wow, wow, wow.
ORIGINAL: Capn Darwin
2c. You hit on it above. The Red player will see two orders cycles while the blue player waits for his one. Both players are informed of an orders break. The same system will apply to PBEM++.

That's very nice.
ORIGINAL: Capn Darwin
Let me know if you have any more questions.

Thank you for your answers Captain. For now, I'll be just looking forward for you guys to get this out of the door.

RE: What else can we tell you about the game?

Posted: Thu Jun 27, 2013 11:47 pm
by CapnDarwin
Thank you for your answers Captain. For now, I'll be just looking forward for you guys to get this out of the door.

So are we! [:D]

RE: What else can we tell you about the game?

Posted: Mon Jul 29, 2013 3:00 pm
by Amono
Flashpoint Campaigns is looking very good so watched the DAR and combat videos again to ease my waiting and couple of questions rose up.

- Noticed that you can pause the turn resolution. So can you save the game during turn resolution?

- Can you separate infantry squads from their ifvs, apcs or trucks?

- Can you split companies to platoons?

- More AARs or DARs, please.

Keep up the good work!


RE: What else can we tell you about the game?

Posted: Mon Jul 29, 2013 3:32 pm
by Amono
ORIGINAL: Amono

- Can you split companies to platoons?

To be more clear: if needed can I split Soviet tank company counter to three platoon counters?

RE: What else can we tell you about the game?

Posted: Mon Jul 29, 2013 5:55 pm
by Mad Russian
ORIGINAL: Amono

Flashpoint Campaigns is looking very good so watched the DAR and combat videos again to ease my waiting and couple of questions rose up.

- Noticed that you can pause the turn resolution. So can you save the game during turn resolution?

No, you can only save a turn once it's played through.
- Can you separate infantry squads from their ifvs, apcs or trucks?

Short answer is no. Meaning you cannot split the transport away from the infantry and form two units. If the unit is not in the act of moving though they are separate targets in the hex they occupy.
- Can you split companies to platoons?

In the editor, yes. In game play, no.
- More AARs or DARs, please.

It would look like our time is too pressed to give you anymore AAR's and DAR's before we release. We are busy putting finishing touches on everything and have no time for more AAR/DAR's at the moment. That's both a good and bad thing for you guys!

But we will start them again as soon as we have the time.

Good Hunting.

MR



RE: What else can we tell you about the game?

Posted: Mon Jul 29, 2013 6:06 pm
by CapnDarwin
To add to Mad Russian's comments, we are looking at the ability to pause and save during a turn. We will need to check that it does not break certain save games. So it may not make it in the initial release.

We will, after release have discussions on new features. We had split /join functions a few years back but dropped it from the game because the AI use was not good /intelligent. There may be better ways to get it to work today.

RE: What else can we tell you about the game?

Posted: Tue Jul 30, 2013 12:33 am
by CrackSabbath
No question, just encouragement. My credit card is warmed up and ready to go.



RE: What else can we tell you about the game?

Posted: Tue Jul 30, 2013 1:20 am
by Amono
Thank you for the answers guys.

Unfortunately my gaming time is sometimes very limited so it could be nice feature to save during turn resolution. Hope you can add it later then.

RE: What else can we tell you about the game?

Posted: Tue Jul 30, 2013 10:44 am
by Mad Russian
Game turns normally occur in 15-30 minute cycles. It's not a standardized time cycle.

Good Hunting.

MR

RE: What else can we tell you about the game?

Posted: Thu Aug 01, 2013 12:11 am
by Mad Russian
How about if I tell you that you can play the scenarios more than once and do WORSE in later plays?

The AI is not forgiving. [X(]

Nor is it overly predictable. I don't know of a single one of us that hasn't been ambushed, feinted, or overrun by the AI during play! THANK YOU ROB!!! You Da Man!!!! [&o] [&o] [&o]

Good Hunting.

MR

RE: What else can we tell you about the game?

Posted: Thu Aug 01, 2013 7:51 am
by Agathosdaimon
that sounds really really good! looking forward to this one! must close to release yes? :) woot!

RE: What else can we tell you about the game?

Posted: Tue Aug 06, 2013 2:13 pm
by CapnDarwin
We are working hard to hit late summer still. We are dealing with scenario balance, combat mechanics and AI tweaks right now. We need to get PBEM and theccampaign system fully functional and tested. Do to the saving and passing of files the PBEM implementation is not trivial. And, as we found out last night in the weekly dev call, documentation has hit a minor snag. None of this is earth shattering and we still believe we will hit the target for release. We'll keep you posted.

RE: What else can we tell you about the game?

Posted: Sat Aug 10, 2013 9:53 pm
by Ratzki
I know that this question has been asked here somewhere but I never read the answer and now am unable to find the question so her goes.
Can this be moded torepresent WW2?

RE: What else can we tell you about the game?

Posted: Sat Aug 10, 2013 10:47 pm
by Mad Russian
Can this be modded to represent WW2?


Yes!!!

How does this look to you?

Not to mention there are at least 4 maps, out of the 25 we currently have, that have WWII battles that took place on them.



Image

RE: What else can we tell you about the game?

Posted: Sun Aug 11, 2013 3:59 am
by Ratzki
I was already all in, just patiently waiting.

RE: What else can we tell you about the game?

Posted: Sun Aug 11, 2013 7:18 am
by Josh
Just a very small nitpick here, hardly worth mentioning, but "Zimmerit" is spelled with one "t".

RE: What else can we tell you about the game?

Posted: Sun Aug 11, 2013 11:26 am
by CapnDarwin
He is a "Mad" Russian after all. Typos happen. That's why we have testers looking everything over in the main game. I know I can't spell worth a hoot most days, but I'm an engineer. That's almost by definition. [:D]

RE: What else can we tell you about the game?

Posted: Sun Aug 11, 2013 12:41 pm
by Mad Russian
ORIGINAL: Josh

Just a very small nitpick here, hardly worth mentioning, but "Zimmerit" is spelled with one "t".

Yes, and that information sheet was put together quickly, so you could see that there is a Panther in the game. [:-]


I guess we could take the Panther out until I learn to spell. Do you really want to wait that long??? [&:] We aren't ready to release the WWII part of the game. Hopefully I can spell by the time we are!



Good Hunting.

MR