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Re: WW II Mod Version 0.4 out![message #279695] Wed, 11 May 2011 14:02 Go to previous messageGo to previous message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Dieter
You may need to pay close attention to how increased ranges affect the player interaction with the user interface, meaning if this is starting a "scroll fest".
I had been testing 20 tiles base and now play with 17 tiles base. The major problem is that you are seen much earlyer which can, often does, result in your team getting pinned on the edge of the map. This reduces the ability to make tactical movements, what is not what I am looking for.

I am now trying to solve it by changing enemy deployment in the way that I have no more enemies on roofs, more inside buildings, and in general by massing the enemies in the center of the map. Another sollution could be bigger maps with a larger "neutral" zone towards the edges of the map.

Quote:
However there are already a couple of interesting effects we were able to glean. For example it is easier to overcome 20 enemies on a map 4 times larger because you have less enemies to kill at a time.
This would also be a matter of enemy placement. For big maps I would suggest to rather concentrate the enemies around a central "obvious" spot and have lesser of them isolated wandering around.

This somewhat would limit your abilities to take them out one by one, but would improve your abilities to make tacitcal manouvers, such as encirclement of the farm building the enemies are sitting in. It would also solve the problems of the enemy force getting to much streched out over the map.

On the other hand, I am a passionate player of daytime shootouts and hardly do nightime stealth missions. For an exciting daytime battle it is best to have all the enemies on a rather central position. For a stealth mission it is best to have them wandering around on their own.

Quote:
Placing 60 enemies on a map to compensate can result in most of them clustering if you don't constrain the area they can be in through the map editor.
That wouldn't realy be a sollution because it would return the old problem of the small maps, but on a higher level: there are hardly any places on the map where no enemies are and where you can move your team.


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Hm, I always was under the impression that there are exception in the C code for tanks and that they can't suffer from impairment through wounds like people do.
I do get notes, such as "tank is blinded by the blast". But I cannot say whether it realy does what it says.

Quote:
Wow, it never occurred to me to try standing in front of a tank, looks like I had too much respect for them.
I once had to because I run into a tank with nothing but handgrenades. You can destroy a tank with handgrenades, provided you have a lot of them. At one point I noticed that the tank seems to no longer react to my mercs. So I gave up crawling around it and had my mercs running upright to it, throwing all grenades they have, and then run back to leave room for the next grenadier. The tank was not shooting on any of them.

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