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Tank movement on their own initiative.


alan123

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I wish the vehicle moving by themselves feature was an option one could turn off permanently rather than a button that one must click on after every move for every unit which sometimes gets forgotten with disastrous results.

The same comment applies to TOW1 too.

Trucks and infantry do not charge off by themselves so why should the tanks do this?

In the Close Combat series of games there is an option called "units act on their own initiative" which one could turn off and this would stop them wandering off and getting killed, we need this in the TOW games too.

Could this be done?

Cheers

Alan.

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The hold function can be found in TOW1, too.

But fact is, the "industry" standard for RTS is the exact opposite: In all RTS games, the player's units will only move ONCE he issues a move/attack order, hold will be always on. Many of these games don't even have a hold button. There are some games where tanks will just move a bit, i.e. when they come under fire, and they will bring the front (armor) to bear, in order to have maximum protection, or they will move a bit backwards when they come under mortar/arty fire - these behaviours reflect sophisticated AI code, which is not present in TOW1/2.

The RTS-AI element (of friendly and enemy units) in TOW2 is one of the weakest that can be found in the industry. The hold order should be set on automatically, for all units, so that the player doesn't have to issue a ton of hold orders.

Also, people who are new to this type of game (and not aware of the fact that you have to issue a "hold" order to each and every unit) will be scared away when they see their own tanks commencing a bold charge towards a bunch of enemy tanks or AT guns, when playing the demo. They will think that the AI-code is either faulty/borked or non-existent. That's pretty counterproductive - from a marketing POV and should be changed: In the demo AND the retail version.

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