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Scenario Design, Wild Cards and Randomness

Posted: Mon Jun 18, 2007 12:27 am
by Adam Parker
Ok I thought it might be time to start discussing user made scens as we know the SSG guys are busy looking at a couple of bugs to keep stability going.

One of my issues with the game is that given repeated plays of some scenarios, it may soon become obvious to the cluey, that a particular enemy TG will contain ships of interest to him just by looking at the vague sighting reports and numbers of ships reported. No spoilers but I'm sure some here, will know what I mean.

So last night, I started working with the editor and I took the existing Midway Scenario and using the existing TG's and ships of both sides, I re-arranged ship numbers in each TG to maximise FOW. For example, by the end of my work the Japs had about 6 TG's with 10 ships in each - some might be carrier, some bombardment, etc.

The scen saved and loaded perfectly and I played it a couple of times. It was good but I wondered how well I had done in my design, as the Jap AI would always bring its Strike Carrier Force in early.

So this leads me to ask, if anyone yet understands how to use the Wild Cards for AI control?

If I'm right, I think it may even be possible to get the AI to choose from a list of preset TG's and determine which one's it wishes to bring into a scenario. Does anyone know if this is correct or am I reading this wrong?! If I'm right this speaks volumes about randomness and may just be the ticket I'm after.

Anyone game to have a peek at the editor yet? [:)]

Cheers,
Adam.

RE: Scenario Design, Wild Cards and Randomness

Posted: Mon Jun 18, 2007 1:17 am
by blastpop
It sounds interesting. After a while you can disern which TF you are up against just because you've seen them before in other games played. Having random TF to pick from would lead to a somewhat less historical, but more thrilling game.

Did your modified scenario lead to the results you hoped for?