Features for human defenders - let's find a suitable set
Posted: Wed Jul 12, 2006 9:20 pm
We've seen a number of requests for improvements in PZC when it comes to infantry, hold fire and the like but I think these individual requests missed parts of the point, we should instead try to find a "feature package" which - in combination - will improve game experience most.
What I am most concerned about is that defending as a human is underdeveloped for now. In my opinion, requesting implementation of TCP play or hotseat makes no sense as long as you cannot have a fun experience as a human defender.
Here are the problems I see for human defenders:
[*]no "hold fire and hide", or settable engagement range. It is pretty much impossible to set up ambushes this way. And HQs in church towers are not supposed to expose themself and get themself killed along with the main artillery spotting capacity for your side
[*]no partial infantry damage. Shooting interdiction mortor fire is pretty much useless that way as all squads will be back to full strength. For the attacker it's also bad as extraction of any defending squad no matter how beaten up it is will give the defender a full-strength squad a short time later
[*]no foxholes, entrenchments etc. This can partly be made good for with just giving them good cover value anyway. Not an easy problem to solve, of course. But currently the best that squads can do is houses.
[*]inadequate model to determine who's in radio contact and hence can call in artillery fire. Artillery capability unrealistically removed from defenders in many situations. Defenders in their original position should have a drastically better chance to stay in contact as long as they stay in the start position or close to it. Going as far as having the defender's chance to be inverse to his distance to his starting point might be the best way to do it, reasonably simple and easy to understand for players.
[*]no towing of guns
[*]no smoke
[*]no stealthy infantry of any kind for scouting and spotting purposes to place in front of the force and provide early warning and maybe artillery spotting
[*]no real concept of setup zones
[*]scenarios dragged out, attacker doesn't really get a "sorry buddy but it's over now"
[*]no LOS tool at setup (or elsetime for that matter)
Now, if you look at these not as individual points, but in combination things look pretty bleak. In combination with the flat maps there is pretty much no capacity at all for a defense with multiple lines and fallback, unless you defend with armor. The lack of towing vehicle for guns in most scenarios and smoke in artillery also makes fallbacks very difficult.
A realistic defense of first splitting the attacking forces by interdiction from outposts in front of the line, then hitting them in a coordinated manner, then falling back with your force intact to frustate the enemy retaliation is disabled on multiple levels as things are now. That's fine for a campaign game where the AI defends which wouldn't use any of the above anyway, but human defenders are forced to use unrealistic tactics
%%
Now, you can't just go and "fix" all of these. Apart from the little problem that it takes programming time, all these changes, many of them complex, are almost guaranteed to cause side effects in the game engine that make things worse in the end.
What we need is a set of low-impact fixes that, in combination, provide the best improvements in defender play for the lowest messing with the rules and with the source code.
There is some low-hanging fruit that you can do outright:
[*]Lacking true scenario-defined setup zones, I think there is need for at least "within 100m" setup limit but any unit can be placed in any other unit's 100m radius, so that you can redistribute defenders between flags, but don't have to use the current "no limits at all" setting. You don't have to go too fancy here, nobody cares about a few meters of setup zone limits
[*]The radio fixes as mentioned above
[*]LOS tool is needed for setup but can probably be code-copied from target tool
[*]Partial infantry casualties are not easy but seem to be underway anyway, so let's assume they are in any package
So that's easy stuff but among the more complex items, what is most needed?
Given the low hanging fruit, what is gameplay still suffering from?
It's fallback capability, and outposts. And ambushes.
I'll continue about fallback in a second post in a minute.
What I am most concerned about is that defending as a human is underdeveloped for now. In my opinion, requesting implementation of TCP play or hotseat makes no sense as long as you cannot have a fun experience as a human defender.
Here are the problems I see for human defenders:
[*]no "hold fire and hide", or settable engagement range. It is pretty much impossible to set up ambushes this way. And HQs in church towers are not supposed to expose themself and get themself killed along with the main artillery spotting capacity for your side
[*]no partial infantry damage. Shooting interdiction mortor fire is pretty much useless that way as all squads will be back to full strength. For the attacker it's also bad as extraction of any defending squad no matter how beaten up it is will give the defender a full-strength squad a short time later
[*]no foxholes, entrenchments etc. This can partly be made good for with just giving them good cover value anyway. Not an easy problem to solve, of course. But currently the best that squads can do is houses.
[*]inadequate model to determine who's in radio contact and hence can call in artillery fire. Artillery capability unrealistically removed from defenders in many situations. Defenders in their original position should have a drastically better chance to stay in contact as long as they stay in the start position or close to it. Going as far as having the defender's chance to be inverse to his distance to his starting point might be the best way to do it, reasonably simple and easy to understand for players.
[*]no towing of guns
[*]no smoke
[*]no stealthy infantry of any kind for scouting and spotting purposes to place in front of the force and provide early warning and maybe artillery spotting
[*]no real concept of setup zones
[*]scenarios dragged out, attacker doesn't really get a "sorry buddy but it's over now"
[*]no LOS tool at setup (or elsetime for that matter)
Now, if you look at these not as individual points, but in combination things look pretty bleak. In combination with the flat maps there is pretty much no capacity at all for a defense with multiple lines and fallback, unless you defend with armor. The lack of towing vehicle for guns in most scenarios and smoke in artillery also makes fallbacks very difficult.
A realistic defense of first splitting the attacking forces by interdiction from outposts in front of the line, then hitting them in a coordinated manner, then falling back with your force intact to frustate the enemy retaliation is disabled on multiple levels as things are now. That's fine for a campaign game where the AI defends which wouldn't use any of the above anyway, but human defenders are forced to use unrealistic tactics
%%
Now, you can't just go and "fix" all of these. Apart from the little problem that it takes programming time, all these changes, many of them complex, are almost guaranteed to cause side effects in the game engine that make things worse in the end.
What we need is a set of low-impact fixes that, in combination, provide the best improvements in defender play for the lowest messing with the rules and with the source code.
There is some low-hanging fruit that you can do outright:
[*]Lacking true scenario-defined setup zones, I think there is need for at least "within 100m" setup limit but any unit can be placed in any other unit's 100m radius, so that you can redistribute defenders between flags, but don't have to use the current "no limits at all" setting. You don't have to go too fancy here, nobody cares about a few meters of setup zone limits
[*]The radio fixes as mentioned above
[*]LOS tool is needed for setup but can probably be code-copied from target tool
[*]Partial infantry casualties are not easy but seem to be underway anyway, so let's assume they are in any package
So that's easy stuff but among the more complex items, what is most needed?
Given the low hanging fruit, what is gameplay still suffering from?
It's fallback capability, and outposts. And ambushes.
I'll continue about fallback in a second post in a minute.