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Re: "How does it work?" Part 6: Auto-Resolve[message #197086] Tue, 23 September 2008 21:04 Go to previous messageGo to previous message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
I on the other hand enjoy the collecting and equipping part of the game perhaps disproportionately compared to most.


Let's just say that beyond my takeover of Drassen, all items I find are usually hoarded and meticulously collected in caches all around the map. Any new merc, even a ridiculously weak one, will immediately be outfitted with the best equipment I've so far seen. So you're not alone there. And yet, all of this eventually goes towards tactical combat, where I expect every merc to perform to the best of his abilities. I leave autoresolve strictly for militia, if I can help it. Fortunately, as I mentioned in the article, I made a small change to one of the calculations and now have the benefit of much better (rather, more accurate) results in autoresolve battles, so I can just zoom through them and (provided my militia were well prepared) worry little about the outcome. So AutoResolve, for me, is just a method to quickly get things out of the way that shouldn't interfere with my manual combat. I think most people here think the same.

Quote:
For me, learning that most equipment choices have little to no effect in autoresolve is quite a bit of a letdown.


Well, I've already published several ideas about improving autoresolve combat, unfortunately there was no one to pick up those ideas, and they generated a poor public response overall. It's hardly surprising, because as I said, autoresolve is, for most people, no substitute for hands-on tactical combat. However, now that I have some familiarity with the formula, I might be able to adjust it in several ways. Range should be the easiest, even if I do choose to base it on random factors. Like having the program track imaginary range values and apply gun range to these. Theoretically, it shouldn't be difficult to create a whole battle system, albeit a simple one, to take into account at least twice as many factors as AutoResolve does today. I have some old turn-based battle design ideas in my drawer that should be simple to implement here. But again, the amount of work should always equal the interest in the project, and I doubt there is much demand for anything more than range and, perhaps, first aid.

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Sergeant Major

 
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