Few questions about this game.
Posted: Sun Aug 05, 2018 12:52 am
1. How is the detection / observation / identification modeled?
Will units in this game will see and every enemy units within specific range and identify immediately, like Wargame series or usual RTS games? Or will it be more realistic? How about the friendly/foe identification, and how about vehicle identification like tank/IFV/APC?
From the screen shot, I saw the "?" mark on the unit icon, something similar from Combat Mission series. Is this means that the game has semi-detected phase of identification like Combat Mission do?
2. Damage model?
Will the units will have a health bar or not? Also, how's the armor penetration modeled, and what kind of data was used? Does the armor penetration distinguish part-by-part like Steel beasts pro?
3. Resupply/logistics and repair on the field?
How the resupply / logistics / repair are modeled in this game? Or they are not existing?
4. Usual battle size
How big unit the player controls? Battalion? Regiment? Brigade? Or Division?
5. Any way to ease the burden of micro control?
This depends on how good the AI is, and this discussion can be linked to the AI discussion, but I wish there's a way to reduce the burden of micro management. I understand that the micro management is kinda key of RTS genre, but if it is too much, it will make players easily tired, making huge learning curve or skill curve for the game. This game's scale seems huge, so I'm bit worried if this game pushes players to depend on micro management. For example, if player is required to detect the dangerous situation for each tanks and control several tanks/vehicle to deploy smoke one by one by hand during the middle of the battle, that would not be a fun experience. Some sort of automation of control is essential.
Graviteam Tactics and Scourge of War: Waterloo is a good example, which tried to reduce micro management burden. Player give orders to units (company, platoon or etc) and units/subunits controlled by AI will perform all micro managements to follow player's order.
One other example is Combat Mission. There, no one plays CM series in real time, whether single campaign or PBEM multi. From my experience, almost everyone play CM series with 1-min turn-based, and only very small battles are affordable with real time control. This is because of micro management trap. Amount of micro management is too much even with company size battle, especially if it is involved with mechanized infantry, which requires loading and unloading of infantry from vehicle as well as requisition of infantry ammo from vehicles.
If it is turn-based it doesn't matter, but if it is RTS, this can be a matter. Because no one wants to see the game where a player with fast mouse speed wins the game, rather than a player with strategy and tactical sense wins the game, especially for the military / historical game.
Will units in this game will see and every enemy units within specific range and identify immediately, like Wargame series or usual RTS games? Or will it be more realistic? How about the friendly/foe identification, and how about vehicle identification like tank/IFV/APC?
From the screen shot, I saw the "?" mark on the unit icon, something similar from Combat Mission series. Is this means that the game has semi-detected phase of identification like Combat Mission do?
2. Damage model?
Will the units will have a health bar or not? Also, how's the armor penetration modeled, and what kind of data was used? Does the armor penetration distinguish part-by-part like Steel beasts pro?
3. Resupply/logistics and repair on the field?
How the resupply / logistics / repair are modeled in this game? Or they are not existing?
4. Usual battle size
How big unit the player controls? Battalion? Regiment? Brigade? Or Division?
5. Any way to ease the burden of micro control?
This depends on how good the AI is, and this discussion can be linked to the AI discussion, but I wish there's a way to reduce the burden of micro management. I understand that the micro management is kinda key of RTS genre, but if it is too much, it will make players easily tired, making huge learning curve or skill curve for the game. This game's scale seems huge, so I'm bit worried if this game pushes players to depend on micro management. For example, if player is required to detect the dangerous situation for each tanks and control several tanks/vehicle to deploy smoke one by one by hand during the middle of the battle, that would not be a fun experience. Some sort of automation of control is essential.
Graviteam Tactics and Scourge of War: Waterloo is a good example, which tried to reduce micro management burden. Player give orders to units (company, platoon or etc) and units/subunits controlled by AI will perform all micro managements to follow player's order.
One other example is Combat Mission. There, no one plays CM series in real time, whether single campaign or PBEM multi. From my experience, almost everyone play CM series with 1-min turn-based, and only very small battles are affordable with real time control. This is because of micro management trap. Amount of micro management is too much even with company size battle, especially if it is involved with mechanized infantry, which requires loading and unloading of infantry from vehicle as well as requisition of infantry ammo from vehicles.
If it is turn-based it doesn't matter, but if it is RTS, this can be a matter. Because no one wants to see the game where a player with fast mouse speed wins the game, rather than a player with strategy and tactical sense wins the game, especially for the military / historical game.