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Scenarios

Posted: Tue Oct 01, 2013 10:37 pm
by Mad Russian
Is it too early to start talking about scenarios?

Good Hunting.

MR

RE: Scenarios

Posted: Wed Oct 02, 2013 12:17 am
by OldSarge
It is never too early to discuss scenarios! [8D]

RE: Scenarios

Posted: Wed Oct 02, 2013 4:34 am
by jnpoint
I don't know the previous game. Will there be a tutorial scenario?

RE: Scenarios

Posted: Wed Oct 02, 2013 1:25 pm
by TigerTC
How about a Red Storm Rising scenario?

RIP, Tom Clancy.

RE: Scenarios

Posted: Wed Oct 02, 2013 1:38 pm
by CapnDarwin
Yes, we have one tutorial and a Quick Start guide to go with it.

RE: Scenarios

Posted: Fri Oct 04, 2013 1:30 am
by Mad Russian
There are 30 stand alone scenarios in the game.

There are two campaigns; each with 5 scenarios.

Every scenario has it's own map, with the possible exception of two.

Good Hunting.

MR

RE: Scenarios

Posted: Fri Oct 04, 2013 1:32 am
by Mad Russian
The battles take place at all times of the day. From dawn to dusk and through the night. Through mist, light and heavy rain. On clear days.

There are small, medium sized, large and one extra large battles. Most battles are fought using most of the map area.

Good Hunting.

MR

RE: Scenarios

Posted: Fri Oct 04, 2013 1:34 am
by Mad Russian
Scenarios are broken down considering which side is better to play the scenario.

There are three options.

NATO, Soviet and Head to Head.

There are 15 scenarios that are best played as NATO, 7 best played as the Soviets and 7 best played as a Heat to Head matchup.


Good Hunting.

MR

RE: Scenarios

Posted: Fri Oct 04, 2013 4:21 am
by jnpoint
That sounds great. I only play against the AI so for me it is important that there is a lot of single player scenarios. And I do not know how to use an editor, either.

A question - is it visible on the map or is it written down, if it is night or raining or sunny...?

RE: Scenarios

Posted: Fri Oct 04, 2013 4:36 am
by Mad Russian
Visibility is shown in a box on the information part of the display screen.

Here is one setting.

Good Hunting.

MR

Image

RE: Scenarios

Posted: Fri Oct 04, 2013 4:37 am
by Mad Russian
And another.

Good Hunting.

MR

Image

RE: Scenarios

Posted: Fri Oct 04, 2013 5:03 am
by jnpoint
just one more question: can you see the differences in elevation at a glance? or do you have to right click a hex? or...?

RE: Scenarios

Posted: Fri Oct 04, 2013 9:18 am
by CapnDarwin
Those maps we commented on in the other thread come to light here. Each elevation in the map has a different green color. Light green low to dark green high type of distribution. That and the simplified terrain elements allows a player to "see" the lay of the land quickly and without the need for the overlays in many cases.

RE: Scenarios

Posted: Fri Oct 04, 2013 9:56 am
by cbelva
IHO I find elevation easy to see on the maps in the game. There have been some who have asked for an elevation overlay. I have never seen a need for one. In other games I use the "overlay" all the time, but in FPC and the way MR has designed his maps, I have not wanted for one.

RE: Scenarios

Posted: Fri Oct 04, 2013 11:26 am
by CapnDarwin
For those that want to see the elevations there is a map overlay or you can check LOS with an overlay as well.

RE: Scenarios

Posted: Fri Oct 04, 2013 11:40 am
by Mad Russian
Here is a screen shot showing the basic elevation differences. Darker is higher elevation. You can see for yourself how easy it is to determine height at a glance.

Good Hunting.

MR

Image

RE: Scenarios

Posted: Fri Oct 04, 2013 11:51 am
by Mad Russian
Here is the final scenario listing.

Green shows best played as US Player
Blue shows best played as West German Player
Gold shows best played as British Player
Red shows best played as Soviet Player
Gray shows best played as Two Player (Head to Head)

Good Hunting.

MR



Image

RE: Scenarios

Posted: Fri Oct 04, 2013 11:52 am
by jnpoint
Wow, that was clever - the different green colors. I wouldn't have thought of that myself [:)]

RE: Scenarios

Posted: Fri Oct 04, 2013 12:53 pm
by cbelva
One thing that MR did to help see elevation change in woods is to not cover the area next to the hex line with woods. This was a design decision that he made that 1) helps the automated map maker pick up on the elevation change, and 2) the player to see the elevation change in the map. In the picture below, the area circled in red is not a path thru the woods and it is not "un-wooded". All the hexes associated are wooded. So that entire hill is wooded. It took me a while to understand this, but once I did I appreciated being able to see the hills in a wooded area. If you are making a map and use OTS's artwork, then you don't have to do it that way. Just be aware if you cover the entire hex, player may not be able to tell elevation change easily (there is a overlay that shows elevation by a number in the hex) and you will have to manually code the elevation for that area.



Image

RE: Scenarios

Posted: Fri Oct 04, 2013 3:28 pm
by british exil
I thought they were routes through the woods/forests as here in Germany there are many routes in the woods, logging roads, Wanderwege = hikiing paths.

Is is possible to move an armoured column through the woods without getting "lost"?

Mat