Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » The Problem with Spawning at the Edge of the Map
| Re: The Problem with Spawning at the Edge of the Map[message #355423 is a reply to message #355417]
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Wed, 24 October 2018 10:22 
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| ZedJA2 |
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Messages:202
Registered:January 2018 |
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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] Report message to a moderator
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