NUTTERNAME
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A quote from Steve...
Actually, the game already has 'objectives'. Not sure how he thinks the new 'objectives' are to planned out. Perhaps he means phase lines and such.
The game has one big time-table. Each scenario being so many minutes long. Plus (but not minus) a variable number of 'over-time' minutes. How he thinks his new-fangled idea uses these time-tables is a mystery. Does the player commit to taking an objective by XX minutes? What purpose does that serve? Wouldn't this be a scenario designer's function? Is this just for the attacker or does the defender also have some limitations (reserves or such)?
As far as his vague "fitting in with whatever the units were assigned to do" requirement, it doesn't really seem to be fleshed out what that could even mean. Are the units restricted to a 'portion' (sector) of the map? Are there penalties like command delays if they stray? Perhaps we are getting an inside look into the actual design-funky-process that BF uses. That is, blather vaguely about something without specifics and then dismiss it as too much work.
The sad thing is that Steve thinks he makes perfect sense and is above it all. Of course, his citing the amount of time it would take to do these things (whatever the hell they are), and the "spending a vast amount of our limited resources on something that isn't appealing to our whole audience" sort of doesn't take the whole CMFI crusade into account.
In any case, I am very interested in the soon to be released Eastern Front 3.0 product. The more I read at BF, the more I think it is not going to be much different than the latest CMBN+MG state.
I am sure this has been already thought up by others close to a decade ago. But let's pretend Steve is an original thinker.Battlefront.com Battlefront.com is offline
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Join Date: Feb 1999
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Just so you guys know...
In a perfect world I'd make the game require two levels of planning. One would basically setup objectives, time tables, boundaries, and some basic parameters. Specific groups of units would then be assigned to specific portions of the overall plan. This would be done before the game started. In a sense, basically similar in concept (but not execution) as an AI Plan, AI Groups, and AI Orders that are in the game now.
During the game the player would issue tactical commands to all units. However, those commands would have to fit in with whatever the units were assigned to do. Firing artillery from Group 1 into Group 2's sector, without it being in the overall plan, would not be automatically allowed unless that was part of the plan. To override the plan certain game conditions would have to be met, including perhaps random approval/denial.
Just like in real life The end result would be that the player would have control over both the overall battle plan (unless locked down by the scenario designer) and also realistic levels of tactical control.
Unfortunate this is a mountain of work. Months and months of coding would have to go into this feature. Worse, we would have to make it optional because a lot of players wouldn't want to play with it. And that means spending a vast amount of our limited resources on something that isn't appealing to our whole audience.
Which you'll never see this in CM, even though it's a damned good concept for how to reign in unrealistic tactical control without systems that, tactically, make no sense at all.
Steve
Actually, the game already has 'objectives'. Not sure how he thinks the new 'objectives' are to planned out. Perhaps he means phase lines and such.
The game has one big time-table. Each scenario being so many minutes long. Plus (but not minus) a variable number of 'over-time' minutes. How he thinks his new-fangled idea uses these time-tables is a mystery. Does the player commit to taking an objective by XX minutes? What purpose does that serve? Wouldn't this be a scenario designer's function? Is this just for the attacker or does the defender also have some limitations (reserves or such)?
As far as his vague "fitting in with whatever the units were assigned to do" requirement, it doesn't really seem to be fleshed out what that could even mean. Are the units restricted to a 'portion' (sector) of the map? Are there penalties like command delays if they stray? Perhaps we are getting an inside look into the actual design-funky-process that BF uses. That is, blather vaguely about something without specifics and then dismiss it as too much work.
The sad thing is that Steve thinks he makes perfect sense and is above it all. Of course, his citing the amount of time it would take to do these things (whatever the hell they are), and the "spending a vast amount of our limited resources on something that isn't appealing to our whole audience" sort of doesn't take the whole CMFI crusade into account.
In any case, I am very interested in the soon to be released Eastern Front 3.0 product. The more I read at BF, the more I think it is not going to be much different than the latest CMBN+MG state.