Home » MODDING HQ 1.13 » v1.13 Coding Talk » 1.13 Drassen counter attack improvement is going to happen (download pre-official stable build)
Re: 1.13 Drassen counter attack improvement is going to happen (download pre-official stable build)[message #257562] Mon, 26 July 2010 14:06 Go to previous messageGo to previous message
Kaerar is currently offline Kaerar

 
Messages:2021
Registered:January 2003
Location: Australia :D
Well the configurable counter attacks would make cities a flashpoint of fighting. I think even more configuration would be better like having road blocks and other strategic locations create a reaction rather than just accept as a loss. If you want to keep the position then you have a hard fight (Orta...) but if you just wanted to complete a mission of some kind, then great however you will have a patrol covering the area you just left...

Currently I am very disappointed that the only big fights of the game are Drassen and Meduna. The others are too easy and too short. For instance Cambria only becomes a 2 zone fight with reinforcements enabled making it the same as Drassen. Whereas with counter-attacks you have to prep and repair/heal/train in time for an enemy attack force that responds to your actions. To me that is a far more interesting scenario.

The CA's should scale on importance too. For instance Orta is key to D's plans so a force at least as strong as that that attacks Drassen should be released to find you, whereas Chitzena would only get one maybe two patrols headed in it's direction. SAM's again would get a bit more of a reaction the more of them you hold. Makes the game more involving and dynamic, also gives you more purpose for taking an area as you must make a commitment to do so rather than just mow everyone down and move on leaving Biff to oversee the joint.

EDITH: Should have the counter-attacks use the difficulty troop percentages though rather than separate ones (get what ya mean about the troop types now Wink )

[Updated on: Mon, 26 July 2010 14:08] by Moderator

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