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The Problem with Spawning at the Edge of the Map[message #355417] Wed, 24 October 2018 04:03 Go to next message
bouchacha is currently offline bouchacha

 
Messages:24
Registered:October 2013
Location: District of Columbia
This has been a long-standing point of annoyance with the game. Whenever enemies enter a sector, they spawn at the edge and have full AP. A common scenario as to why this is infuriating happens quite often like this:
1. Mercs just took over a sector
2. Mercs are not heavily wounded and are reasonably awake so they start travelling to another sector
3. For whatever reason, that's not a good idea anymore so travel is cancelled
4. Mercs start doctoring, repairing, training, etc
5. A few hours later, enemies invade the sector from the same direction my mercs were previously travelling to

You can imagine how the fight starts: a line of enemies literally right next to my squad of mercs huddled together in a group.

I recognize that this was part of original JA2 but it does not make it any less frustrating. There are few things more immersion breaking than have 20 dudes literally teleport 3 feet behind you. There are ways to work around this but they're incredibly tedious. The 'easiest' method would be to load the sector each time you plan on parking somewhere and have your mercs run into the middle of the map. It works but it's not ideal.

A much better solution would be something like this: If engaging in a sector defense fight, the game loads the tactical placement screen except now you have almost the entire map to set a placement. The map also indicates the direction of enemy attack. It would look something like this:

https://i.imgur.com/VoURbBr.jpg

Instead of placing your mercs manually each time you anticipate a potential attack, you only do so when an attack actually happens. Moreover, you place by teleportation instead of watching them jog all over the map. It seems perfectly reasonable that when entering a sector (especially one prone to attack) that your mercs would automatically take up defensive positions instead of stand awkwardly in a group in the middle of the road at the edge of town. So from both realism perspective and a QoL perspective, this suggestion seems to pass. I have no idea how difficult it would be to code, but it seems doable since it's just piggy-backing off of existing interfaces.

Thoughts?

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Private 1st Class
Re: The Problem with Spawning at the Edge of the Map[message #355422 is a reply to message #355417] Wed, 24 October 2018 10:21 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
No, no and no? If you anticipate an attack why don't you place your mercs in defensive positions? You can't do that in a precise way on the pre-battle interface so it's better to do it directly on the tactical map anyway.

Enemies can't arrive directly behind you after you liberated a sector because they'd have to come from the same sector you came from which isn't possible unless they are handled as reinforcements during a battle. For reinforcements we already have REINFORCEMENTS_ARRIVE_WITH_ZERO_AP and the x_DELAY_ENEMY_REINFORCEMENTS settings in Ja2_Options.INI which give you enough time to get your mercs away from the border.

The game shows the player that enemy troops are coming so if the player doesn't react it is his fault, isn't it? I don't think we should invest time in coding a worse method of placing mercs on the map as there is a better method already available.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Re: The Problem with Spawning at the Edge of the Map[message #355423 is a reply to message #355417] Wed, 24 October 2018 10:22 Go to previous messageGo to next message
ZedJA2

 
Messages:202
Registered:January 2018
I had replied to this, but the server went down so I won't be as long.

I have mixed feelings towards your suggestion. I'll explain.

1) I like having options and your proposal is on the surface reasonable.

2) There are such settings to have no AP for Enemy Reinforcements and Militia in the INI. I do make use of those, since I find battle at the map edge a bit wonky, and I always make the militia have no AP to balance the reinforcements having no AP (enemy reinforcements can come from several adjacent sectors, and that's plenty balancing enough for low-tier mercs).

3) I think that the point of militia is to act as the eyes and ears for this sort of situation. Even if they just groan from being hit, that is intel. I always set the options so that I see what the militia sees, as I like to presume we can communicate by hand signals, friendly civilians, radio, whatever. I usually will also allow the sectors passed thru to show ? patrols since I consider this info given by the resistance civilians to us.

4) I already position my mercs BEFORE I TASK OUT THE CHORES, placing the mercs usually 2 tiles from the edge of roofs, just one tile to the side of a window, behind buildings, and so on. You occupy the town for a reason. That key reason is to secure it and add to your safety to do tasks. Job 1 therefore is placement.

5) Any Merc with the Scouting trait, will be able WHILE ON DUTY STATUS, to see any adjacent sector's enemies and displays such on the Strategic Map. This combined with number 3 and 4, should be sufficient to make you capable of handling any enemy attacks.

6) Other than that I do think you are right and attacks by enemies cannot be forced to have no AP when entering a sector (it will effect Reinforcement, and there is a setting for such in the INI). However, if you set them to have no AP, and like many have long range weapons, you will have a huge advantage and defense is already a huge advantage in JA2, in my view.

Since I believe that the Militia and Merc Positioning can be done to already negate the majority of this enemy surprise attack advantage, I'm not one to say your suggestion is required. I like having options though, but I think it would make the game too easy.

I play with low tier Mercs and use Militia as support, early warning forces for recon (I set the option in the INI to see whatever my Militia see), and I think the current situation makes Scouting Trait more useful. With your suggestion, I think those become devalued. In one campaign example, mere Flo armed with a .38 Special and a back-up Makarov in the initial defense of Drassen, was able to hold off and take down 4 attackers as they entered the door to the building she was holding ( I had expected them to come in there). At the time shotguns were poor at range (wow with the first Ranger level 1 ranger skill, THAT has changed, I actually hit for the first time something at beyond 7 tiles with a shotgun in 8589). But one of my shotgun mercs maneuvered behind them to save Flo as she was hurt and ran out of ammo in her two weapons (at 38-41 Marksmanship from start to end of battle, allowing her to pick up another Makarov and continue her "education". For this reason, I have to say it can be very exciting as it is, and I love positioning before Tasking Out.

Put another way, the only real advantage of attack for the A.I. is that first turn when we don't know where they are. From then on, everything the player has done in placement, fortification, mining, sandbagging, Radio Operators, and Militia kicks in strongly for the player. The most exciting thing about being attacked is where and how well their first turn goes for the enemy. Without this excitement, I don't know that I'd have as much fun or find using militia as enjoyable. I like that some of my militia can die, some of them put on a great show, and these attacks provide the opportunity for that. If enemy have no AP at start, I think they are fish in a barrel, especially late in the game.

Still a worthy suggestion and deserving of some discussion. Just thought I'd start it off.

<Ooops I see that in the process SilverSurfer has already started it off and basically suggested what I independently had come up with>

[Updated on: Wed, 24 October 2018 10:40]

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Sergeant 1st Class
Re: The Problem with Spawning at the Edge of the Map[message #355425 is a reply to message #355423] Wed, 24 October 2018 13:11 Go to previous messageGo to next message
townltu

 
Messages:384
Registered:December 2017
Location: here
I think that the option to place mercs on the map also if we defend a sector makes sense in specific case:

During battle in sector A of town X, we realize an imminent attack on sextor B of town Y,
but cant place mercs who arrive within time from other town Y sectors
as the game can not load sector B while a battle is running in A.

It would be also nice to have an AP % value for arriving reinforcements, instead of full or zero option.



p.s.
while i dont use the ?, my squads usually have a scout,
and i frequently use the "cancel movement" workaround to teleport people to safe map borders,
but you really dont want to e.g. stand out in the open of Grumm mine for the counterattack from 3 sides.

[Updated on: Wed, 24 October 2018 13:19]

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Master Sergeant
Re: The Problem with Spawning at the Edge of the Map[message #355429 is a reply to message #355425] Wed, 24 October 2018 19:36 Go to previous messageGo to next message
The_Bob is currently offline The_Bob

 
Messages:415
Registered:May 2009
Location: Behind you.
As an unusually lazy player, I like this idea. There's a number of reasons player mercs can end up at map edge, some of them easily overlooked. Positioning in tactical can be time consuming, especially if we're dealing with some routine assault rather than a battle we're carefully preparing for. It's unnecessary micromanagement if we have to position every merc that moves to a sector for an assignment. This would be a QoL feature that allows players to properly deal with random enemy attacks. I think I don't need to explain how frustrating it can be when enemy enters a sector that's full of militia and the few mercs present are on the opposite edge of the map, having to slooooowly jog all the way to where the action is.

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Master Sergeant
Re: The Problem with Spawning at the Edge of the Map[message #355430 is a reply to message #355429] Wed, 24 October 2018 19:46 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Why not just put mercs arriving in peaceful sector at the center spot instead of the edge? It would solve most of the problems - they will not be attacked immediately and they will have some time to take positions before enemy gets closer.


Left this community.

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Re: The Problem with Spawning at the Edge of the Map[message #355433 is a reply to message #355430] Wed, 24 October 2018 22:11 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
sevenfm wrote on Wed, 24 October 2018 18:46
Why not just put mercs arriving in peaceful sector at the center spot instead of the edge? It would solve most of the problems - they will not be attacked immediately and they will have some time to take positions before enemy gets closer.

Have fun in sectors with hostile NPCs. Automatically placing mercs in the center of such "peaceful" sector is a death sentence...



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Re: The Problem with Spawning at the Edge of the Map[message #355437 is a reply to message #355433] Thu, 25 October 2018 00:07 Go to previous messageGo to next message
crackwise is currently offline crackwise

 
Messages:113
Registered:April 2013
There is a similar problem but the other way around: When we attack an enemy sector we get to place our mercs on the edge of the map. However, a lot of the time, enemy soldiers are also randomly positioned at the edges and we literally end up on top of each other, making the whole thing very risky in particular if there is no cover around.

I find this rather unrealistic, since if the maps were a continuous land mass, we would have already seen those soldiers and would have taken care of them. I would therefore also suggest, if possible, for enemy soldiers to spawn more towards the center of the map and not so close on the edges.

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Sergeant
Re: The Problem with Spawning at the Edge of the Map[message #355444 is a reply to message #355437] Thu, 25 October 2018 04:31 Go to previous messageGo to next message
ZedJA2

 
Messages:202
Registered:January 2018
That's a fair point, Crackwise, I have seen that happen quite a few times over the years, where enemies are right next to where you can place your friendly attackers.

But then, we could pretend that they have a very aggressive commander or were preparing to enter our own sector just prior to our attack. In other words, the A.I. is getting smart or more realistic.

It also makes enemies with short ranged weapons a definite threat or immediate cannon fodder, depending on how it goes.

Although I'd also lean towards trying to correct that issue, at first, the simplest solution is to use Militia again, making Militia very valuable. This combined with the Radio Operators, Scouts, and New Strategic Movement, makes them invaluable, as you will get to see the enemy placement in the battle (it you don't auto-resolve it), your militia will likely take out the ones on the edge at least or damage them, and they will be available as support if your Mercs likewise assault the sector while the Militia are there or en route.

I believe once the Militia are en route, if you are likewise en route before they arrive, you will be given an opportunity to synchronize your attacks, making it also easier to avoid being the target.

My point is, and I'm pretty sure others will mention this, the value of some other features will be diminished by over-riding current other features, and although this might seem a good idea, almost everything is designed with the current features in mind. Just we have to use these features, if we don't, we pay. So I dunno. As an option fine, but forced re-positioning might actually lead to a weakened A.I. in result, if not in brains.

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Re: The Problem with Spawning at the Edge of the Map[message #355446 is a reply to message #355437] Thu, 25 October 2018 13:10 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
crackwise wrote on Wed, 24 October 2018 23:07
There is a similar problem but the other way around: When we attack an enemy sector we get to place our mercs on the edge of the map. However, a lot of the time, enemy soldiers are also randomly positioned at the edges and we literally end up on top of each other, making the whole thing very risky in particular if there is no cover around.

That is the responsibility of the map creator. He places the soldiers on the map. That's their initial point of appearance and then it depends on their orders if they stay there or move around.

It's also the responsibility of the players to use their brain. For example if my team enters a sector with a checkpoint at the middle of the border I could place my mercs there or I could place them in the forest farther away. The first option would probably get them killed quickly...



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Re: The Problem with Spawning at the Edge of the Map[message #355449 is a reply to message #355430] Thu, 25 October 2018 23:29 Go to previous messageGo to next message
bouchacha is currently offline bouchacha

 
Messages:24
Registered:October 2013
Location: District of Columbia
silversurfer wrote on Wed, 24 October 2018 07:21
The game shows the player that enemy troops are coming so if the player doesn't react it is his fault, isn't it? I don't think we should invest time in coding a worse method of placing mercs on the map as there is a better method already available.

Well no, the game shows that enemy troops are near but it doesn't showcase direction. They could move from the adjacent sector to yours, or go to another and enter from another side. The basis of my suggestion is that it is tedious micromanagement to cancel my mercs assignments, have them jog to an optimal defensive position, then re-assign. If enemy position shifts again, the mercs have to again jog across the map to where they're needed. It's annoying to do and I found my response instead is to instead train militia ASAP and then let them auto-resolve it whenever enemies attack.

A corollary to this suggestion is to eliminate energy drain in non-hostile sectors so that your mercs can run infinitely everywhere. There is no interesting gameplay element to running and pausing when there is literally no danger, especially since you can regain energy by just staring at the screen long enough. If a game replenishes a resources by just staring at the screen with nothing at stake, good game design warrants skipping that waiting period.

sevenfm wrote on Wed, 24 October 2018 16:46
Why not just put mercs arriving in peaceful sector at the center spot instead of the edge? It would solve most of the problems - they will not be attacked immediately and they will have some time to take positions before enemy gets closer.

I thought of the same solution at first but then realized (as silversurfer said) you're not always allowed access over an entire sector.

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Private 1st Class
Re: The Problem with Spawning at the Edge of the Map[message #355450 is a reply to message #355449] Thu, 25 October 2018 23:34 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
@bouchacha I'm sure it's technically possible to determine if it's safe to place mercs at central spot.


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Re: The Problem with Spawning at the Edge of the Map[message #355452 is a reply to message #355450] Thu, 25 October 2018 23:46 Go to previous messageGo to next message
bouchacha is currently offline bouchacha

 
Messages:24
Registered:October 2013
Location: District of Columbia
If I had a choice between the current system and one where mercs always spawn in the middle of a non-hostile sector, I'd definitely pick the latter. Mercs spawning at the edge makes sense if you're about to attack, but is rather bizarre and clumsy in almost every other circumstance (especially the one I described in OP).

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Re: The Problem with Spawning at the Edge of the Map[message #355453 is a reply to message #355452] Fri, 26 October 2018 03:29 Go to previous messageGo to next message
ZedJA2

 
Messages:202
Registered:January 2018
Well, I can see there is a different philosophy at work here or interpretation of gameplay.

Mercs spawning at the middle of a sector, were at one time what you expected vehicles that could not move on the tactical maps to do, or a drop from a helicopter to do. But how otherwise do you justify safely getting to the middle of a sector, aren't you just ignoring the map creator's screening forces? I mean the current expectation is you have to enter from a map side, so weren't they designed to resist such edge based entries? So now the map spawn points need to be totally redone.

Also, energy drain is an aspect of the game you are supposed to have to deal with tactically. And it isn't hard to do, nor does it require staring at the screen as time goes by. USE CANTEENS -- place it over the merc's body figure in the inventory, click, and presto-whammo you have more stamina. They did not even make it hard to refill the canteen, and a canteen contains more than 1 drink in it. I just tried it today to make sure and immerse myself more into the reason for gear. To refill a canteen, you are going to have to use one of the obscure menus, probably the $ menu, but hey, it is just one more thing to learn that has other useful functions on it.

Now, if you just see this as makework, and you auto-resolve all militia battles, no wonder you are bored and not seeing the point of most of the features. If you then spawn in the middle of maps, what is the point of any helicopters via resources down the road? What is even the point of having Radios and Strategic Movement or Militia at all?

Again, if enemies are about to get ready to attack your sector while you were attacking them, they might be gathered on the edge of the map, whether it is the edge of the destination or origin sector, just like in real life, such things may be opportune or inopportune.

Are we saying that the A.I. is too hard because it can use the whole map, just like we can, and we find that is unfair? Whew, I dunno. This one goes into the whateversville basket. I can see making these changes if we are willing to correct all the maps and change spawn points, and unite the new features. But what a lot of work for very little gain. Why not then just use Covert Ops and see if they are on the map edge first, to guarantee every invasion of an enemy sector is pure victory, could be done right now.

[Updated on: Fri, 26 October 2018 03:33]

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Sergeant 1st Class
Re: The Problem with Spawning at the Edge of the Map[message #355455 is a reply to message #355449] Fri, 26 October 2018 10:15 Go to previous message
silversurfer

 
Messages:2793
Registered:May 2009
bouchacha wrote on Thu, 25 October 2018 22:29

Well no, the game shows that enemy troops are near but it doesn't showcase direction. They could move from the adjacent sector to yours, or go to another and enter from another side. The basis of my suggestion is that it is tedious micromanagement to cancel my mercs assignments, have them jog to an optimal defensive position, then re-assign. If enemy position shifts again, the mercs have to again jog across the map to where they're needed. It's annoying to do and I found my response instead is to instead train militia ASAP and then let them auto-resolve it whenever enemies attack.

A corollary to this suggestion is to eliminate energy drain in non-hostile sectors so that your mercs can run infinitely everywhere. There is no interesting gameplay element to running and pausing when there is literally no danger, especially since you can regain energy by just staring at the screen long enough. If a game replenishes a resources by just staring at the screen with nothing at stake, good game design warrants skipping that waiting period.

If enemy troops are near you should always assume that their intent is to attack. They're not just around to enjoy the view. Yes, they could decide to move on. So what? You might as well attack them instead. Only under one condition I would accept your "pre-battle interface" idea. It has to be an optional feature.

Removing energy drain is no option for various reasons, one of them is exploiting stat training.

sevenfm wrote on Thu, 25 October 2018 22:34
@bouchacha I'm sure it's technically possible to determine if it's safe to place mercs at central spot.

Technically possible maybe but not advisable. It's a game feature that the player shouldn't be aware of all opposition. If he suddenly finds himself at the map border instead of the map center he knows that there is something off.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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