Peter Fisla
Posts: 2503
Joined: 10/5/2001 From: Canada Status: offline
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quote:
ORIGINAL: Hexagon Thanks for the reply. For me at tactical level i allways find that use abstract numbers to represent squads is a little strange, if at tactical level every soldier and gun count the best thing is represent them... if you represent individual tanks with a crew for me with soldiers is the same but you use a squad as tank and soldiers inside squad as crew. Ummm you say that squads are based in diferent parameters... interesting, for me out of use diferent counters to diference between standar units, airborne units etc etc (for example diference the black SS, red guards and other special units) diferences are in values... the unit is allways the same but you change the unit parameters (experience, morale, weapons etc etc)... the good point in your system is that made custom scens very fast because you create the unit 1 time, other question is if system create to clonic units... in SP every squad was diferent at least in the "soft stats" like sargent atributes, unit morale and experience. Maybe as suggestion you can define a little more the game features in a FAQ... at least when game has his own area in coming soor area. In the scenario editor, you first select nationality then the type of AFV/personnel unit you want to add it into your scenario order of the battle. There is a cloning function, you select an AFV/personnel unit and you can clone up to 20 units to speed up the OOB creation process. I have already written the draft manual, I'm assuming beta testers will get access to it. I used the scenario editor for all my scenario design needs. You can even import existing maps or sectors to speed up terrain design, you don't need to create the scenario map from scratch every time. The scenario editor is very easy to use. I first worked on the editor before I started to work on the game itself.
< Message edited by Peter Fisla -- 5/16/2015 6:18:53 PM >
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