victory levels, how do they work

Armored Brigade is a real-time tactical wargame, focusing on realism and playability
Adam Rinkleff
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RE: victory levels, how do they work

Post by Adam Rinkleff »

ORIGINAL: Veitikka

By the way, this is how the victory point system works. The battle ends when one side runs out of victory points. There's no 'time limit' anywhere.

That's good, but then what is the point of the 'estimated time' in mission generation? How are victory points actually used. I assume a combination of victory locations and casualties, but the details are unclear?
Adam Rinkleff
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RE: victory levels, how do they work

Post by Adam Rinkleff »

In my next game, I'm going to crank the vp level up to its maximum value, and then concentrate all the objectives at the front. Hopefully that will avoid what I saw in the previous game, where the battle ends before most of the forces have engaged each other.
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PoorOldSpike
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RE: victory levels, how do they work

Post by PoorOldSpike »

Another observation I've made is that even if all shooting and movement has stopped, the battle still won't end.
Instead, the vict bars will continue to slowly drop for a further number of turns until one bar reaches zero, triggering the endgame screen.
One way round it is to go to maximum Fast speed to whizz through those final "no action" turns to get them over with, rather than sit twiddling our thumbs and yawning..:)
"Fight with your brain first and your weapons second!"
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varangy
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RE: victory levels, how do they work

Post by varangy »

ORIGINAL: PoorOldSpike

Another observation I've made is that even if all shooting and movement has stopped, the battle still won't end.
From the manual:

5.6.3. Victory Points And Objectives

The battle ends when one side runs out of ‘victory points’.
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kevinkins
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RE: victory levels, how do they work

Post by kevinkins »

One way round it is to go to maximum Fast speed to whizz through those final "no action" turns to get them over with, rather than sit twiddling our thumbs and yawning..:)

It took me 30 mins the other night to whizz through the "end game". [:D]. Apparently the software does not like unused purchased points. Not sure why it does not focus on what was actually purchased, but what do I know. Additionally, the AI put a USSR tank platoon in a location with no LOS nor ability to move. I think that may have screwed with things too.

Kevin
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Veitikka
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RE: victory levels, how do they work

Post by Veitikka »

ORIGINAL: kevinkin

Not sure why it does not focus on what was actually purchased, but what do I know.

The original idea was that if you buy a very small force, and leave a lot of unused points, then you are allowed to take more losses without losing that big % of victory points.

Anyway, has anyone played the original 'Battlefield 1942'? Our victory point system works pretty much the same way.
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Werezak
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RE: victory levels, how do they work

Post by Werezak »

That's how I thought about it too when I read that part of the manual... very much like the "tickets" in BF1942.

Basically it's like dynamic counter that slows down if you hold objectives (??? don't know the details though) and also has time removed if you take losses.

I didn't think it was that confusing...
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kevinkins
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RE: victory levels, how do they work

Post by kevinkins »

The original idea was that if you buy a very small force, and leave a lot of unused points, then you are allowed to take more losses without losing that big % of victory points.

I see now, thanks. I was allocating too many points so I could get the exact force I wanted. If you select too few, the player has to start all over again since we currently don't have a "back" button where the previous selections are retained. Having a back button or the ability to "trim" excess points would be nice, but not critical right now.
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Veitikka
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RE: victory levels, how do they work

Post by Veitikka »

ORIGINAL: kevinkin

The original idea was that if you buy a very small force, and leave a lot of unused points, then you are allowed to take more losses without losing that big % of victory points.

I see now, thanks. I was allocating too many points so I could get the exact force I wanted. If you select too few, the player has to start all over again since we currently don't have a "back" button where the previous selections are retained. Having a back button or the ability to "trim" excess points would be nice, but not critical right now.

If you select the 'dynamic' force type for the player side then there are no point limitations. I'm planning to implement a more flexible point system for the opposing side in the near future patches.
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