First impressions, first questions
Posted: Wed Jan 26, 2005 9:04 pm
hi,
I've just finished the two tutorials. I'm enjoying the game but I have a couple of queries.
1. In the second tutorial you have reinforcements that airdrop in. At first I started to give these reinforcements their orders as and when they arrived, following the tutorial instructions: 456th Artillery Bn to defend Molenhoek, 320th Arty Bn to defend Malden, and so on. I noticed that units seemed to attach themselves in unexpected ways. I mean that for example an artillery unit would appear to be part of 1.325th Glider Regiment HQ - organically a part of it. Then as other units arrived this would change. Am I right in thinking that a unit that airdrops in automatically treats the highest available unit as its superior, regardless of its organic setup? So that for example if the 325th HQ arrives first, companies and support units that arrive later will all seem to be part of it, until their own formations/superiors arrive? In the end I waited until everything had landed before giving orders, to make sure that units that were meant to be together stayed together. Is this how you should treat units that arrive piecemeal in this way?
2. The real-time aspect. I appreciate that it's not a clickfest -- orders delay plus good tactical AI plus a strong C&C element make sure of that. It's just -- I don't know, I get this uneasy sense as I look at one part of the battlefield that something important is going on somewhere else. That I'm missing something. Eg in tutorial 2 you have two quite separate "fronts": the one in the south around the LZ, and the one in the north around St Anna and you need to keep switching back and forth. It was pretty clear that the troops in the south were never going to be in much danger, but you never know... It was strange to look at the units' log files in that area and see that one of them had actually retreated at one point. Evidently they'd recovered and everything was OK again... but it was odd to think that they'd retreated, recovered and reoccupied their position, and I'd known nothing about it! On the one hand this is a tribute to the tactical AI. On the other hand -- I think I'd like to have known.
Currently you're told if one of your units is routing. I wonder if I wouldn't also like to be told about retreats too. I mean by the time they're routing it's too late! I've been playing a couple of other real time military games, naval ones -- Fleet Command and Harpoon. In Fleet Command you can set your preferences so that for example the game pauses whenever you make a new contact. Would that be overkill for a game like HttR? With contacts constantly fading in and out of view? In Harpoon you can create windows to let you keep an eye on what's going on in some distant part of the map. In tutorial 2, I'd have liked to be able to put the southern area into a window and dragged it up next to the St Anna area -- so I could keep an eye on both of them at the same time.
None of this is a game-killer for me. There's just this vague feeling that even running the game on slowest setting and pausing frequently, my focus is necessarily going to be on one particular area at a time, and I therefore need to pick and choose where that focus will be. I'm curious to know if other players have the same feeling, and if it ever becomes a gameplay issue for them.
cheers
David Fisher
I've just finished the two tutorials. I'm enjoying the game but I have a couple of queries.
1. In the second tutorial you have reinforcements that airdrop in. At first I started to give these reinforcements their orders as and when they arrived, following the tutorial instructions: 456th Artillery Bn to defend Molenhoek, 320th Arty Bn to defend Malden, and so on. I noticed that units seemed to attach themselves in unexpected ways. I mean that for example an artillery unit would appear to be part of 1.325th Glider Regiment HQ - organically a part of it. Then as other units arrived this would change. Am I right in thinking that a unit that airdrops in automatically treats the highest available unit as its superior, regardless of its organic setup? So that for example if the 325th HQ arrives first, companies and support units that arrive later will all seem to be part of it, until their own formations/superiors arrive? In the end I waited until everything had landed before giving orders, to make sure that units that were meant to be together stayed together. Is this how you should treat units that arrive piecemeal in this way?
2. The real-time aspect. I appreciate that it's not a clickfest -- orders delay plus good tactical AI plus a strong C&C element make sure of that. It's just -- I don't know, I get this uneasy sense as I look at one part of the battlefield that something important is going on somewhere else. That I'm missing something. Eg in tutorial 2 you have two quite separate "fronts": the one in the south around the LZ, and the one in the north around St Anna and you need to keep switching back and forth. It was pretty clear that the troops in the south were never going to be in much danger, but you never know... It was strange to look at the units' log files in that area and see that one of them had actually retreated at one point. Evidently they'd recovered and everything was OK again... but it was odd to think that they'd retreated, recovered and reoccupied their position, and I'd known nothing about it! On the one hand this is a tribute to the tactical AI. On the other hand -- I think I'd like to have known.
Currently you're told if one of your units is routing. I wonder if I wouldn't also like to be told about retreats too. I mean by the time they're routing it's too late! I've been playing a couple of other real time military games, naval ones -- Fleet Command and Harpoon. In Fleet Command you can set your preferences so that for example the game pauses whenever you make a new contact. Would that be overkill for a game like HttR? With contacts constantly fading in and out of view? In Harpoon you can create windows to let you keep an eye on what's going on in some distant part of the map. In tutorial 2, I'd have liked to be able to put the southern area into a window and dragged it up next to the St Anna area -- so I could keep an eye on both of them at the same time.
None of this is a game-killer for me. There's just this vague feeling that even running the game on slowest setting and pausing frequently, my focus is necessarily going to be on one particular area at a time, and I therefore need to pick and choose where that focus will be. I'm curious to know if other players have the same feeling, and if it ever becomes a gameplay issue for them.
cheers
David Fisher