Stwa
Posts: 484
Joined: 8/12/2005 Status: offline
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ORIGINAL: squadleader_id quote:
ORIGINAL: Stwa My takes on some of these subjects; Commands during pause: In the old days I would play with 15 minute time limit. Then, by accident, I discovered that playing with no time limit (especially against the AI), seemed much more realistic to me. The AI and the human players can slow things down and initiate attacks in a more controlled manner. You can spread out and cover all the objectives at once on the larger maps. You can hunker down and negate those accurate German morter barrages. You've got time to hide your halftracks in the woods, and then pull them out when you can best use them. And of course, you've got time to issue orders. In fact, you've got time to go to the fridge for a beer. Sometimes I will set force moral on, but other times I wont, so the only way off the map is through a truce. Actually setting 15 minute time limit is recommended for playing against the AI. The AI isn't much of an opponent...so 15 minutes will give you the best challenge. The best setting is of course attacking, with the AI defending...with just 15 minutes...you need to be fast and decisive (like what Andrew's been demoing...or trying to ;)...through his video AARs). Playing as the defender against attacking AI...he will spend 3/4 of the time camping...then make a move in the last 5 minutes or so :) What you mention has been basically the standard mantra for a decade or more now. And it's more what people want. A sudden 15 minitue impulse of bullets and death raining from all directions. But, if you will set the game to no time limit, the AI can't initiate his attacks in the last 5 minutes because there is no time limit. This method allows you to play as the defender as well as the attacker with about the same results. Here are the advantages the way I see them. 1. You don't know precisely when the AI will attack if ever. Unless you looked, you don't know what teams the AI has. Now, if we could only fix it so you werent sure how many teams the AI had, this would be perfect. 2. You need to arrange for the defense of your ALL your objectives (not counting road exits), since the AI can take his time and prepare more than one axis of advance. 3. The AI is not as stupid as people think, and would prefer to ambush you rather than attack you (duh)! Funny I feel the same way as the AI. 4. Ammo becomes a huge consideration, because there is no time limit. Be careful or your game will take on an Islanwandu look and feel. 5. You will still mainly defeat the AI, but you can reduce the number of your teams, or give the AI another tank, to balance things out. 6. The aggressiveness of the AI will be mainly a function of the aggression rating of the on the spot commander. 7. Also, if you could modify what constitutes a failure in force moral, one could put at end to human player Rambo tactics forever. That being said, attackers should expect greater loss, so in single map games, some adjustment in teams should be expected. 8. In a 15 minute game, you don't care how many doods get wasted, your only trying to capture the objectives, and in a campaign game, you are trying to force the ememy off the map so their entire force will disband. A huge disadvantage for the poor AI. 9. With no time limits imposed, you must control the tempo of the battle, otherwise, their can be ugly consequneces. A 15 minute game has only one tempo (Rambo). In the attached map, I did well controlling the house to house fighting, eventually capturing the town, without using up all my ammo, or getting my people killed. But after the battle, the AI brought another Sherman out (which had been hiding behind a hedge during the entire battle), and it pinned down and mowed down my teams. The attachment is from my Juno Beach data mod (the map is from GJS), where the Americans are forced to relieve the British after their initial landings are repulsed, and their airborne units were eliminated.
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< Message edited by Stwa -- 11/3/2008 11:29:43 AM >
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