Page 2 of 2
RE: Winding Down and Time
Posted: Tue Aug 08, 2006 10:18 am
by sapper_astro
Must agree with the Judge. His idea of engineers laying mines is not only historical but also adds an excellent element of tension and challenge. Naturally the AI will need coding on where good places for mines should be and that may be the stickler here.
RE: Winding Down and Time
Posted: Tue Aug 08, 2006 1:09 pm
by Arjuna
Billy,
Re minefields. I would like to have the ability to lay them in the Game too but it's a question of available time and it will most likely take a considerable amount of time to write AI good enough to manage the laying of minefields on the fly. However, you raise a good point about predictability. What if we treated them like reinforcements - ie with different schedules and randomly choose one at the start of each scenario. That way the scenario designer could say have minefields covering the west side of town in schedule 1 and on the east side in schedule 2 and not at all in schedule 3 but say to the north of some other town.
This is not perfect but it would help get around the predictability issue.
RE: Winding Down and Time
Posted: Tue Aug 08, 2006 1:49 pm
by sterckxe
ORIGINAL: Arjuna
However, you raise a good point about predictability. What if we treated them like reinforcements - ie with different schedules and randomly choose one at the start of each scenario. That way the scenario designer could say have minefields covering the west side of town in schedule 1 and on the east side in schedule 2 and not at all in schedule 3 but say to the north of some other town.
This is not perfect but it would help get around the predictability issue.
Best idea I heard all week - this would *really* add some spice to the minefield thingie
Greetz,
Eddy Sterckx
RE: Winding Down and Time
Posted: Tue Aug 08, 2006 2:09 pm
by JudgeDredd
That would definitely help player to player. At least he only has "an idea" of where they "could" be. I think the number of "schedules" should perhaps differ depending on the scenario size/number of minefields.
You would make this for AI v player as well as player vs player? So if the AI was the allies, then it would select one of the random schedules?
In that case, that would be good.
RE: Winding Down and Time
Posted: Tue Aug 08, 2006 2:11 pm
by RayWolfe
ORIGINAL: Arjuna
What if we treated them like reinforcements - ie with different schedules and randomly choose one at the start of each scenario. That way the scenario designer could say have minefields covering the west side of town in schedule 1 and on the east side in schedule 2 and not at all in schedule 3 but say to the north of some other town.
Sometimes you have flashes of brilliance. This is one such time.
Ray
RE: Winding Down and Time
Posted: Tue Aug 08, 2006 6:51 pm
by James Sterrett
Random selection of minefield patterns makes a lot of sense. [:)]
RE: Winding Down and Time
Posted: Tue Aug 08, 2006 7:41 pm
by MarkShot
From the beta forum on 08/01/06 ...

I know that my contribution seem to get lost when you have all the super heavy grogs/mil types discussing a topic. I don't mind and I am used to it anyway.
ORIGINAL: MarkShot
Although mine fields will only be placeable in SM, should they behave like DZ/LZ and with multiple definitions where one is randomly instantiated at scenario start?
RE: Winding Down and Time
Posted: Tue Aug 08, 2006 8:51 pm
by RayWolfe
ORIGINAL: MarkShot
From the beta forum on 08/01/06 ...

I know that my contribution seem to get lost when you have all the super heavy grogs/mil types discussing a topic. I don't mind and I am used to it anyway.
Then I apologise to Dave for suggesting he is brilliant! [;)]
Mark, you should surely wear the crown ... trouble is Mark, are so all round excellent that we tend to just be in such awe of you that we don't see the outstandingly good points amongst all your brilliance.

Ray
RE: Winding Down and Time
Posted: Wed Aug 09, 2006 11:54 am
by Vince_Tooket
If you keep Assault in the name of the serie, it will continue to speak by itsel. Something like Air-Ground Asssault, Operational assault or better.
RE: Winding Down and Time
Posted: Wed Aug 09, 2006 11:56 am
by Vince_Tooket
That have tried to say is that the word "assault" keep a link to the future old name "Ariborne Assault".
RE: Winding Down and Time
Posted: Wed Aug 09, 2006 12:30 pm
by Vince_Tooket
We could then simplifiate the name of the serie by "assault series"