tsword_new Posted December 21, 2012 Share Posted December 21, 2012 Doing Scenarios I have noticed that two very small enhancements could vastly enlarge the possible battle types vs. AI. 1. For Reinforcements add a achieved map-objective condition so a specific Reinforcment is only activated if a specific map-objective is controlled by the Player or Enemy. Maximum effort: 2 - 5 days coding depdending on architecture of the game. I could do it 100% certain in 42 hours including analyze(not knowing the engine) and Engineering testing. => Counterattacks , real meaningful achievement based reinforcments 2. Very simple Trigger for orders: Instead of a timed order, a terrain objective bound condition, eg. Group1, order x, (command) if terrain objective Y {controlled = true, controlled != true}. Given that terrain objectives are already tracked, the group class structure only needs to be subclassed (if java or C++ is used for the game), also very small effort but huge gain in flexibility for the Scenario Designer and most important much, much improved tactical possibilities, hell we need to do something meaningful with these beautyful toys... I'm currently a Freelancer and doing a major Modding Project for IL2 Sturmovik 1946 HUGE (Engine-, Systems-, Dynamic Damage Model and more) ! Did already 1 year of development, EXCITING my wildest dreams surpassed ! If you need some capacity I could maybe help, no financial interests. 0 Quote Link to comment Share on other sites More sharing options...
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