Michael Dorosh
der Spieß des Forums
- Joined
- Feb 6, 2004
- Messages
- 15,733
- Reaction score
- 2,765
- Location
- Calgary, AB
- First name
- Michael
- Country
Per the Derek Smart comparison, more on Steve's discussions at his own forum, this time with regard to entrenchments, and the problem that trenches and bunkers are visible to both sides from the moment any scenario starts in the new game engine.
http://www.battlefront.com/community/showthread.php?p=1104759
He's basically saying it's too much work, a good player will just find a way to defeat them anyway, and who cares because no other game has them either!
That's like saying why make your bed in the morning because you'll just unmake it at the end of the day, and in 1999 they could have also said why bother making a 3D squad-based game, because no one else has one on the market either...
In a sense, he's right that you can have a game in which all the defences are known to both players at game start - but you lose the ability to call it a realistic sim. Again - why brag about the realistic ballistics info and armour penetration data in that instance, and then have a simplistic "game" model as far as the strategy part goes?
In essence, you're removing the ability of the scenario designer to model any situation in which prior reconnaissance hasn't been done.
Redwolf raised the point in another thread that the trenches in the first generation game engine weren't correctly modeled either - you could hide them, but they didn't modify morale or permit units to move in them while under fire - i.e. grant real world benefits to the occupants. The trend continues. Only this time, the real world benefit being denied to the player is camouflage and concealment.
http://www.battlefront.com/community/showthread.php?p=1104759
Battlefront.com
Sergei's comment about visually covering up things is a good place to recover something I've said several times in this thread:
As I said a few pages before, does anybody know of any 3D game that has FOW terrain that modifies the mesh/physics? I can't think of a single game that does but can think of dozens that don't.Quote:
I don't think it's impossible to do either. It's more a question of how much work, ie. how long time it will take from Charles to implement something.
All of these things we're talking about are possible given enough programming time and computing resources. When we looked into this years ago we decided that we didn't have enough of either to build it into the initial version of CMx2. Here we are several years later and we still don't see us having enough of either to do it.
Oh, and to get back to something from a few pages ago...
I completely agree that from a game standpoint giving the player the ability to place defensive works, like trenches, during Setup is far more important than having terrain FOW. We've always understood these things to be separate issues and, thankfully, from a coding/design standpoint they are indeed separate things. Placing defensive works involves a lot of UI coding but doesn't impact the "world" once the game start, which means it's a lot easier to do than FOW terrain. That's why one is on the schedule and one isn't
Steve
Other Means:
Giving the player the ability to place trenches is nullified by them not being hidden to his opponent.
I think everyone would accept borg spotting for terrain - it's explainable in real life by them never moving.
But the ability to hide good cover where the enemy doesn't expect it and can't see it is extremely valuable.
Steve:
Other Means,
Not at all. The primary GAME reason to set up ones own trenches is to set up a defensive strategy that is unique and customized to the overall defensive plan. With fixed trenches, like we have in CM:SF, you are either forced to conform (to some degree) to the scenario designer's defensive concept or to purposefully not use trenches that the game provides you with.Giving the player the ability to place trenches is nullified by them not being hidden to his opponent.
Also, it's faulty logic to presume that having trenches initially hidden will actually mean something for a specific scenario. I've played plenty of CMx1 games where I spot the trenches in plenty of time to react to them. True enough, it's an advantage to know about them before the game, but a good offensive plan will work no matter if this is the case or not. Therefore, practically speaking hidden trenches might not make any difference. Plus, I've played plenty of CMx1 games where I spotted trenches within the first seconds of the first turn. Might as well be Setup Phase since I, as the attacker, have plenty of time to use that information to my advantage.
I agree. Unfortunately, it's not going to happen because it doesn't make FOW terrain any more viable as a feature. It's like being on a fixed income of £30,000 a year and being offered a castle in Cornwall for 75% off the £2,000,000 starting price. It's a Hell of a big discount, but it doesn't make it any more practical to own. Well, at least not since the mortgage meltdownI think everyone would accept borg spotting for terrain - it's explainable in real life by them never moving.
Steve
I'm not seeing Steve's logic in any of this - he's working extremely hard to defend not doing the work of hiding entrenchments (which will also, one hopes, include individual foxholes/slit trenches and also one hopes shell-scrapes, which are shallower foxholes.)RSColonel_131st:
If the opponent can see my unique positioned trenches, then he can figure out my customized defense plan before it hits him hard. To try something "out of the box" it doesn't help when the other player knows about it immediatly.Originally Posted by Battlefront.com
Not at all. The primary GAME reason to set up ones own trenches is to set up a defensive strategy that is unique and customized to the overall defensive plan.
I find this reasoning funny. Yes, a good offensive plan will work no matter what. But if you are playing an opponent with a bad offensive plan, it will much more likely work if he knows your setup beforehand - so you are basically granting a handicap to less capable opponents, just because a good opponent would win either way?Originally Posted by Battlefront.com
True enough, it's an advantage to know about them before the game, but a good offensive plan will work no matter if this is the case or not. Therefore, practically speaking hidden trenches might not make any difference.
The whole point of Human vs. Human play is that one of the two will likely have the less quality tactics. Assuming your opponent will have an infallible attack plan anyway and thus it doesn't matter how well hidden your defense is, is akin to saying you'll lose anyway.
He's basically saying it's too much work, a good player will just find a way to defeat them anyway, and who cares because no other game has them either!
That's like saying why make your bed in the morning because you'll just unmake it at the end of the day, and in 1999 they could have also said why bother making a 3D squad-based game, because no one else has one on the market either...
In a sense, he's right that you can have a game in which all the defences are known to both players at game start - but you lose the ability to call it a realistic sim. Again - why brag about the realistic ballistics info and armour penetration data in that instance, and then have a simplistic "game" model as far as the strategy part goes?
In essence, you're removing the ability of the scenario designer to model any situation in which prior reconnaissance hasn't been done.
Redwolf raised the point in another thread that the trenches in the first generation game engine weren't correctly modeled either - you could hide them, but they didn't modify morale or permit units to move in them while under fire - i.e. grant real world benefits to the occupants. The trend continues. Only this time, the real world benefit being denied to the player is camouflage and concealment.
Last edited: