Kinophile Posted April 8, 2018 Share Posted April 8, 2018 Curious who's into this mode. Personally, I prefer RT as a concept, it's way more nail buying and intense, and really beats you if you have a bad plan from the start. I can do well in RT if my initial 5 mins are not stupid. Plus, keeping an inactive/slow moving reserve 8s critical to reacting/exploiting (no surprises there really). My work can be random within any given week, and usually a minimum of 12 hrs + travel. So for PBEMs it's difficult for me to commit to a regular 1-3 turns each day. RT however can be a reasonable 1-3 hours. Usually 1 hour Setup, minimum. Who's interested? 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted April 8, 2018 Share Posted April 8, 2018 It all depends on size of scenario. When CM1 came out I was convinced that RT was the only way to play for the reasons you stated. But, as I became more experienced (and aged) and started to play much larger scenarios, I became a religiously fervent WEGO convert. Apart from playability, it's so much fun to replay sequences all over the battlefield to see all the small pixeltruppen stories get told. 5 Quote Link to comment Share on other sites More sharing options...
Kinophile Posted April 8, 2018 Author Share Posted April 8, 2018 That is a very good point - its a real pity to not have that replayability for an entire game. The code is there in priniciple, for wego etc, so its not like a whole new functionaility and concept would need to be built, rather the existing infrastructure extended. But we all know and understand BFs limited resources, so not whining or anything :). I've built several scenarios, testing each always in RT. Naturally I've learned that you can play battalion level RT, but not really all units off the top. 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted April 11, 2018 Share Posted April 11, 2018 My 'ideal' tactical battle size appears to be 100-ish men and under a dozen-ish vehicles played realtime (roughly Company-size). If forces get much bigger I start dropping balls in my attempt to juggle everything at once. Playing a full battalion would be 4 times that size or more. That's playable realtime only if you're willing to accept uncontrolled mayhem on the battlefield. 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted April 11, 2018 Share Posted April 11, 2018 I sometimes like to play real time for platoon level engagements.....The CM:A campaign Salang Blues is one that I usually play in that format, it's a nightmare in WeGo. 0 Quote Link to comment Share on other sites More sharing options...
Kinophile Posted April 11, 2018 Author Share Posted April 11, 2018 1 hour ago, MikeyD said: That's playable realtime only if you're willing to accept uncontrolled mayhem on the battlefield. Actually, that lack of total control is fundamentally what appeals to me. Versus AI it makes life that bit harder, and thus a more interesting game. The AI essentially gets an advantage over me, but only as much as I let it through lack of planning, foresight and reaction. Thus majesty fight trickier, without artificially buffing the AI (I only play Iron anyway). Versus Humans, the above 3 mental requirements are even more important, adding in the random elements of human deviousness, incompetence and bad luck. 1 Quote Link to comment Share on other sites More sharing options...
Kinophile Posted April 11, 2018 Author Share Posted April 11, 2018 Speaking to your note re 4 times as much to control - yes, that is a, lot to take on off the top. For quick battles it essentially forces a minimum of 1 hour prep. I personally prefer scenarios that build, allowing you get into the swing of things. I'm building a UKR scenario right now that takes that model and twists it.... 0 Quote Link to comment Share on other sites More sharing options...
DerKommissar Posted April 12, 2018 Share Posted April 12, 2018 I started out playing on Real Time. As a veteran of pause-able real time games, I liked the ability to pause and give orders at intervals of my choosing. It also felt much faster than WEGO. This being said, I could pause 20 times in a minute -- if I wanted to get something /right/. The reason I play on WEGO now is that I can dedicate my time to watching the action. Zoom in on something I may have missed or re-watch a sick hit. 0 Quote Link to comment Share on other sites More sharing options...
Kinophile Posted April 12, 2018 Author Share Posted April 12, 2018 That re watching is a big plus, for definite. 0 Quote Link to comment Share on other sites More sharing options...
banned Posted June 6, 2018 Share Posted June 6, 2018 I play 100% real time with heavy usage of the pause function. 1 Quote Link to comment Share on other sites More sharing options...
Ghost of Charlemagne Posted June 8, 2018 Share Posted June 8, 2018 I play real-time too, and elite difficulty - iron is just too much of a hassle. What difficulty do you guys play on? 0 Quote Link to comment Share on other sites More sharing options...
Kinophile Posted June 8, 2018 Author Share Posted June 8, 2018 (edited) Iron. It's not RT if you're pausing constantly I call shenanigans! Edited June 8, 2018 by kinophile 0 Quote Link to comment Share on other sites More sharing options...
Artkin Posted June 9, 2018 Share Posted June 9, 2018 When versus AI - scenario editor mode. I very much enjoy not having fog of war, turning off icons, and commanding my troops that way. Of course, this offers no challenge if I flip icons on. 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted June 9, 2018 Share Posted June 9, 2018 That sounds kind of 'Command & Conquer' to me. What I like about CM is that you don't know precisely what the enemy is up to, unless you do. Real-Time is putatively more realistic on this front.....Up to about platoon level. Beyond that and you have to pause so often you might as well be playing Turn-Based anyway, plus you don't get to enjoy the replays. 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted June 9, 2018 Share Posted June 9, 2018 An aspect of the game a lot of people haven't tried, I suspect, is diving into the editor and teaching yourself how to construct detailed AI orders sets. Its an entirely different level of play. After some time away from it I've recently gotten back into building AI plans and its pretty freaking amazing what you can get to AI to accomplish if you put some thought into it. I'm a better general as AI orders builder than I am as realtime player! 0 Quote Link to comment Share on other sites More sharing options...
Glubokii Boy Posted June 9, 2018 Share Posted June 9, 2018 28 minutes ago, MikeyD said: I'm a better general as AI orders builder than I am as realtime player! Given that your original plan is a succesful one i'm guessing... As a realtime player you can adjust your plan mid game. The AI on the other hand is very limited in this regard... More trigger options (or even better, conditinal triggers) would be very welcome ! 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted June 9, 2018 Share Posted June 9, 2018 There are trigger options and conditional triggers. 0 Quote Link to comment Share on other sites More sharing options...
banned Posted June 9, 2018 Share Posted June 9, 2018 Elite, need to try Iron 0 Quote Link to comment Share on other sites More sharing options...
Artkin Posted June 9, 2018 Share Posted June 9, 2018 When I play scenario editor mode I don't go searching for the enemy.. But yeah I wish I could flip it back and fourth between Iron sometimes. It's cool just watching battles slug it out. 0 Quote Link to comment Share on other sites More sharing options...
Kinophile Posted June 9, 2018 Author Share Posted June 9, 2018 (edited) Re AI editor - I agree/disagree... AGREE: Yes, its actually pretty adaptable, and with careful triggers can "react" to human activity. My best AI results have been from playing a map multiple times against humans, noting and copying their actions (in whole/part) and building subsequent AI plans upon that historical record. I've used one human oppo's ambush against me as an AI plan and it worked perfectly against him when He playtested for me. Revenge by proxy :). DISAGREE: Boy, does that UI, wording and implementation approach need a massive update. My personal preference would be to be able to extract every single order, as a log file, from a faction in a particular battle and simply paste in as a pre-made AI plan into another map. Open it up in the editor and tweak each order as you like it. Essentially, take a replay, change the map and be able to scrub through the turns, adjusting orders per faction turn to account for the differences. Oh if wishes were fishes.... Edited June 9, 2018 by kinophile 1 Quote Link to comment Share on other sites More sharing options...
Glubokii Boy Posted June 9, 2018 Share Posted June 9, 2018 Yes...you can obviously do some decent things with the AI programing. Especially with the AI controlling the defending side. What i mean though when i say that the AI is very limited in its ability to react to situations on the battlefield i mean things like... - having two AI groups of tanks moving down a road to cross a river. The first AI group gets shot up by the bridge. It would be kind of neat if the second AI group could 'react' and not continue down the same road...into the same deathtrap...but rather divert to a secondary crossing point. The AI can not do that right now. - Having an infantry platoon and a Tigertank defend a bridge. When/if the Tiger gets destroyed then the infantry platoon will pull back to a different location. - Having an AI group set up as a counterattacking force that would be able to attack in several different ways depending on how the player decides to advance. etc, etc... The fact that it currently makes no difference if a single sniper enters a triggerzone or if it is a full battalion that does the same thing is another thing that complicates AI programing somewhat. The scenario designer might want the AI to react in a certain way if the player moves into a specific area in force...and not react if the player only springs that trigger with a small scouting team... 1 Quote Link to comment Share on other sites More sharing options...
Kinophile Posted June 9, 2018 Author Share Posted June 9, 2018 Re damage to Friendly units, I believe you can set a trigger to the condition of any unit, either side. Re full units in triggers -you can be specific about which unit activates. . In theory you could set multiple triggers in a choke pint, each one for a different activating unit. It would get expensive in triggers, but still. 0 Quote Link to comment Share on other sites More sharing options...
MOS:96B2P Posted June 9, 2018 Share Posted June 9, 2018 (edited) 28 minutes ago, kinophile said: Re damage to Friendly units, I believe you can set a trigger to the condition of any unit, either side. I don't think so.......... Or if so I would like to know how . Triggers are terrain based (paint the terrain tiles) for friendly, friendly armor or enemy and enemy armor. Or I may not understand what you're saying ............... In parameters you can set % for conditions tied to VPs. Edited June 9, 2018 by MOS:96B2P 1 Quote Link to comment Share on other sites More sharing options...
JoMac Posted June 10, 2018 Share Posted June 10, 2018 (edited) I think what RT Mode needs is an automatic pause every 15 seconds... Edited June 10, 2018 by JoMc67 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted June 10, 2018 Share Posted June 10, 2018 3 hours ago, MOS:96B2P said: I don't think so.......... Or if so I would like to know how . Triggers are terrain based (paint the terrain tiles) for friendly, friendly armor or enemy and enemy armor. Or I may not understand what you're saying ............... In parameters you can set % for conditions tied to VPs. What he said. 0 Quote Link to comment Share on other sites More sharing options...
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