RE: BFTB (Mini-Guide): Material TBD
Posted: Thu May 14, 2009 11:18 pm
As I said BFTB is chock full of little features that make things just a wee bit easier for the player who is not a professional soldier.
Now, if you wil recall, COTA introduced pathing tools to the series. The series have always had pathing parameters for orders. However, back in the RDOA/HTTR day, you could not be totally sure, what route a force might take. When playing with order delays maxed out, you certainly didn't want a nasty route surprise after waiting for six hours. People like me tended to use waypoints fairly liberally to make sure my intentions were known to the engine. I tended to do this by placing waypoints on the key road junctures along the route.
Once the pathing tools appeared in COTA, it became possible to know what route the AI would compute before you issued the actual order. It make it possible to have more faith in the AI. At the same time, when you wanted a brief route override on the AI during a long path, you no longer more than just a few judiciously placed waypoints, since you could infer in advance exactly where they would need to be placed.
Well, the wonderful pathing tool has been updated with a little more helpful information than was available in COTA. You now get an estimated time of travel for the route.
Now, remember that this assumes no hostiles and I believe optimal conditions at NORMAL speed. A real move involves many other factors. Here is an example of what it looks like. The arrow shows the time estimate.

Now, if you wil recall, COTA introduced pathing tools to the series. The series have always had pathing parameters for orders. However, back in the RDOA/HTTR day, you could not be totally sure, what route a force might take. When playing with order delays maxed out, you certainly didn't want a nasty route surprise after waiting for six hours. People like me tended to use waypoints fairly liberally to make sure my intentions were known to the engine. I tended to do this by placing waypoints on the key road junctures along the route.
Once the pathing tools appeared in COTA, it became possible to know what route the AI would compute before you issued the actual order. It make it possible to have more faith in the AI. At the same time, when you wanted a brief route override on the AI during a long path, you no longer more than just a few judiciously placed waypoints, since you could infer in advance exactly where they would need to be placed.
Well, the wonderful pathing tool has been updated with a little more helpful information than was available in COTA. You now get an estimated time of travel for the route.
Now, remember that this assumes no hostiles and I believe optimal conditions at NORMAL speed. A real move involves many other factors. Here is an example of what it looks like. The arrow shows the time estimate.
