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A design technique

Posted: Thu Jun 13, 2002 11:13 pm
by Larry Holt
I've been playing around with some mobile scenario designs (not hugh frontal train-wreck scenarios). I found that I can set some low cost VHs on the player's flank or in other areas that I want his attention. I then put some forces nearby who will then take them then start to move on (either to the next set of VHs or waypoints). By careful design & positioning, you can control when the VH becomes visible and when the AIP forces take the VH thus alerting the human.

This clues the player in that "something" is happening on his flank/rear etc. A good player will pay attention to flank/rear security, pickup on this "hint" and use it to win. A poor player will charge ahead and suffer the consequences of the flank attack.

Posted: Fri Jun 14, 2002 2:30 am
by Redleg
Great sounding technique. Sounds very good to me.

I believe there are a lot of things that can be done with v-hexes of the various types, but still need to experiment more.

Good going.

Better use of VH

Posted: Sat Jun 15, 2002 9:38 pm
by RockinHarry
Sounds very interesting, Larry!
One can do much more with the VH than just pointing the player to senseless map locations like the battle generator does.
I would even go as far as abandon "visible" VH at all! Can be much better used to surprise the human player and to guide the AIP in better ways.

________
Harry

Posted: Sun Jun 16, 2002 6:56 pm
by Wild Bill
Leave it to Army Intelligence to come up with this! Your personal experience and history is showing up, Larry! ;)

Nice

Wild Bill