What else can we tell you about the game? (Full Version)

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CapnDarwin -> What else can we tell you about the game? (6/10/2013 4:00:40 PM)

As the topic says, what other information do you want to see or ask questions about?

Fire away!




RedLancer -> RE: What else can we tell you about the game? (6/10/2013 6:03:27 PM)

What is the maximum map size and number of units in an individual scenario?




CapnDarwin -> RE: What else can we tell you about the game? (6/10/2013 7:33:41 PM)

Good questions.
1. Max Map Size - Right now the standard maps cover 20 x 15 km. About 48 x 31 hexes. Both larger and smaller maps are possible. Most computers might handle 40 x 30km. We will need to do some testing to give a more firm number.

2. Max Number of Units - Honestly not sure.. We have dumped an entire US brigade on the map and that is footprint overkill on the standard map. Same for the Soviets. That is over a 100 units per side. We will have better practical numbers as we get things ready for release and get the documentation done.

Basically the larger the map and the more units in the battle the longer the game will take to play. Pretty much like any other war game.




Emx77 -> RE: What else can we tell you about the game? (6/10/2013 8:19:22 PM)

Is there plans for expansion with theme of Yugoslav Wars 1991-1995? How versatile is engine for simulating such conflict and how easy would it be to make scenarios using editor from first game release (making OOB for non included armies, proficiency for different sides...)?




Koesj -> RE: What else can we tell you about the game? (6/10/2013 10:39:12 PM)

Wouldn't a 20x15km map be about the right size for a divisional breakthrough [&:]




CapnDarwin -> RE: What else can we tell you about the game? (6/10/2013 11:37:26 PM)

quote:

ORIGINAL: Koesj

Wouldn't a 20x15km map be about the right size for a divisional breakthrough [&:]


If you spaced out the arrival of forces you probably could. A typical Soviet MRD uses a frontage of 10-25km wide (tall vs 15km in game) and can stretch over 150km deep (wide vs game at 20km). Plus you need to have some NATO forces on the map. You might be able to make a bigger map as stated above. The idea was to stay around brigade/regiment max for the map size used.




RangerX3X -> RE: What else can we tell you about the game? (6/11/2013 2:15:41 AM)

Will you have some functionality similar to the Quiet SFX and General Game Delay Factor as was in the previous game? These capabilities greatly speeded up turn resolution.




CapnDarwin -> RE: What else can we tell you about the game? (6/11/2013 2:36:51 AM)

RangerX3X,

Yes there is a FX tab in the game that allows for a number of effects and the delay to be turned on/off or set in the case of the delay. [8D]




budd -> RE: What else can we tell you about the game? (6/11/2013 3:46:27 AM)

When's the DAR starting [:D]




CapnDarwin -> RE: What else can we tell you about the game? (6/11/2013 12:13:30 PM)

Let me play catch up here:

1. Is there plans for expansion with theme of Yugoslav Wars 1991-1995? How versatile is engine for simulating such conflict and how easy would it be to make scenarios using editor from first game release (making OOB for non included armies, proficiency for different sides...)?

A1). Not on the short list for expansions, but we do want to get other decades in the game over time. With a bit of work you could use the tools and the files to make a module of to cover the conflict.


2. Map size update.

A2). I did build and test a map twice the size of the standard. 40km x 30km last night. It did work with some issues and workarounds. Hexdraw could not go big enough for a basic map. I used 4 standard maps and stitched them together in my pain program. I dumped about a 150 units on the map with close to 1300 sub-units. The game did run. A little slow, but with all the debug code and not being fully optimized the speed right now is not reflective of the final product. The bigger the scenario gets the longer it will take just on all of the calculations and it is a geometric increase.


3. When is the DAR starting?

A3.) I'm sure Steve would like to get that going now, after coming back from vacation he has had a shift of focus in his day job and has been busy with that and also getting the last of the scenarios going (slightly higher priority in-house than the DAR, [:D]). As soon as he can get in sync with everything again I'm sure the DAR will pop.




NickGen -> RE: What else can we tell you about the game? (6/11/2013 3:57:38 PM)

I have a question that runs through my head:
How is the graphic part of the map is loaded into memory ?
What is the maximum file size supported by the graphics engine, knowing the limitations of size for textures ?

Nick




CapnDarwin -> RE: What else can we tell you about the game? (6/11/2013 7:53:09 PM)

Nick,

The map used in the game is in two parts. One is the png image file. The standard maps are about 8-10mb. The supporting data file is much smaller. I did the map test last night with a 40 x 30km map and it was around 25mb png image.

I would suspect the game engine could go bigger in raw map size, but the game would become unplayable with too many units on map.

I think folks need to remember the game is of a grand tactical nature and not really scaled for divisional clashes on map. Of course we can't control what you do in the comfort of your own home. [:D]




Mad Russian -> RE: What else can we tell you about the game? (6/12/2013 2:24:50 AM)


quote:

ORIGINAL: **budd**

When's the DAR starting [:D]



If I were you I'd keep an eye on the DAR thread!! [8D]

There is free time coming to a scenario making effort for me very soon.

Good Hunting.

MR




heyhellowhatsnew -> RE: What else can we tell you about the game? (6/22/2013 11:00:33 PM)

How many scenarios?
Any randomly generated ones?




heyhellowhatsnew -> RE: What else can we tell you about the game? (6/22/2013 11:01:20 PM)

Also release date estimate ;)




CapnDarwin -> RE: What else can we tell you about the game? (6/22/2013 11:26:30 PM)

Looking to ship with 20 or more maps and scenarios.
No random battle generator, but we have a scenario editor. Only takes a few minutes to put a fight together.
Release date. Current target is summer mid to late. being software that is always subject to change. [:D]




Mad Russian -> RE: What else can we tell you about the game? (6/23/2013 12:51:02 AM)

Also, looking to ship with at least 1 campaign.

Good Hunting.

MR




heyhellowhatsnew -> RE: What else can we tell you about the game? (6/23/2013 1:14:05 AM)

Thanks :) can't wait to buy it!




jack54 -> RE: What else can we tell you about the game? (6/23/2013 9:49:09 PM)


quote:

ORIGINAL: Capn Darwin


No random battle generator, but we have a scenario editor. Only takes a few minutes to put a fight together.
. [:D]



Is the editor similar to FPG which has the faster one time 'ad-hoc' set up but also a more detailed version that can be saved as an actual scenario and played multiple times?




CapnDarwin -> RE: What else can we tell you about the game? (6/26/2013 12:47:53 AM)

Jack54,

Of course the "detailed" scenarios are the main focus of the scenario editor. There was talk at last night meeting about addition features to speed things up with "saved" formations, auto bridge finding, etc. There will still be some discussions of what can be done. The hope on our end is that folks will make a large number of scenarios and post them for people to play. That way you can always find something to jump into.




BletchleyGeek -> RE: What else can we tell you about the game? (6/27/2013 2:23:06 AM)

After seeing the DAR videos I've got a few questions, which I will group by themes (if they've been already made, I'd appreciate being directed to the appropiate posts):

  • I see that the turns are resolved simultaneously, in a fashion that reminds me of the WEGO system in Avalon Hill/Atomic Games operational series (I didn't try the previous Flashpoint game). That is, time is broken up into a set of N steps, at each step, each unit executes one action (like moving towards a location).

    -> Are fires being resolved as well as individual unit actions?

    -> Is there a notion of 'close assault' to force enemy units to retreat from an hex? Or such retreats are only an outcome of fires?

    -> How is determined the order in which units take actions at each step of the Resolution phase?

  • It's also very interesting that FP tries to account for the notion of orders cycle. From the videos and MadRussian's DAR, I see that the duration of these orders cycle is variable.

    -> Is it always the same for the two players? Is it possible, say, to have one side with an orders' cycle that is significantly shorter than that of the opponent? For instance, say Red has 15 minute orders cycle and Blue has a 35 minute orders cycle. Does that mean that Blue has one orders phase and Red two in the same period of time?

    -> How can players affect the duration of the orders cycle?

    -> If orders cycles can be asymmetric, how's this resolved in a MP setting?

    Very interesting concept, looking forward to the answers.




  • CapnDarwin -> RE: What else can we tell you about the game? (6/27/2013 10:06:28 PM)

    1. Turns. Yes it is an asynchronous WEGO system. Orders are issues and then the game resolves the action until the next orders time is reached for a player.

    1a. Not sure what you are looking for here. Units move and shoot based on a number of factors.

    1b. Really a couple of different cases here. There is, for a 500m hex, a "close assault" mechanic you get based on same hex, higher rate of fire, etc. Retreating on the other hand is a function of orders state, national characteristics, readiness, morale, losses and visible enemies and a few other items. There is no board game like close assault order. Just grim close range fighting.

    1c. Even here there are many factors. Readiness (fatigue), morale, command state, movement type, and national characteristics.

    2. One thing we really wanted to try to capture is the whole command orders cycle. The turns as stated about are variable for both sides.

    2a. Yes. It is quite possible to get either inside the opponents command cycle or be on the outside looking in. And yes in your example the Red player would be able to issue/alter orders twice to Blue single orders phase.

    2b. Effects are most prominent if HQs are lost. Jamming levels (static by scenario in this initial version of the engine) also impact orders delay. Unit readiness (fatigue) also plays a part in the final number. So to get ahead you need to keep you HQs out of the line of fire (including being nailed by enemy arty units via radio fix) and find and kill your enemies HQs.

    2c. You hit on it above. The Red player will see two orders cycles while the blue player waits for his one. Both players are informed of an orders break. The same system will apply to PBEM++.

    Let me know if you have any more questions.




    BletchleyGeek -> RE: What else can we tell you about the game? (6/28/2013 12:30:57 AM)


    quote:

    ORIGINAL: Capn Darwin
    1a. Not sure what you are looking for here. Units move and shoot based on a number of factors.

    1b. Really a couple of different cases here. There is, for a 500m hex, a "close assault" mechanic you get based on same hex, higher rate of fire, etc. Retreating on the other hand is a function of orders state, national characteristics, readiness, morale, losses and visible enemies and a few other items. There is no board game like close assault order. Just grim close range fighting.


    Okay, I was wondering if FP combat modeling had anything to do with Tiller's operational games with their Fire and Assault mechanics. I see that here we have something less contrived and more convincing [:)]

    quote:

    ORIGINAL: Capn Darwin
    2. One thing we really wanted to try to capture is the whole command orders cycle. The turns as stated about are variable for both sides.

    2a. Yes. It is quite possible to get either inside the opponents command cycle or be on the outside looking in. And yes in your example the Red player would be able to issue/alter orders twice to Blue single orders phase.

    2b. Effects are most prominent if HQs are lost. Jamming levels (static by scenario in this initial version of the engine) also impact orders delay. Unit readiness (fatigue) also plays a part in the final number. So to get ahead you need to keep you HQs out of the line of fire (including being nailed by enemy arty units via radio fix) and find and kill your enemies HQs.


    Wow, wow, wow.

    quote:

    ORIGINAL: Capn Darwin
    2c. You hit on it above. The Red player will see two orders cycles while the blue player waits for his one. Both players are informed of an orders break. The same system will apply to PBEM++.


    That's very nice.

    quote:

    ORIGINAL: Capn Darwin
    Let me know if you have any more questions.


    Thank you for your answers Captain. For now, I'll be just looking forward for you guys to get this out of the door.




    CapnDarwin -> RE: What else can we tell you about the game? (6/28/2013 2:47:46 AM)

    quote:

    Thank you for your answers Captain. For now, I'll be just looking forward for you guys to get this out of the door.


    So are we! [:D]




    Amono -> RE: What else can we tell you about the game? (7/29/2013 6:00:21 PM)

    Flashpoint Campaigns is looking very good so watched the DAR and combat videos again to ease my waiting and couple of questions rose up.

    - Noticed that you can pause the turn resolution. So can you save the game during turn resolution?

    - Can you separate infantry squads from their ifvs, apcs or trucks?

    - Can you split companies to platoons?

    - More AARs or DARs, please.

    Keep up the good work!





    Amono -> RE: What else can we tell you about the game? (7/29/2013 6:32:54 PM)


    quote:

    ORIGINAL: Amono

    - Can you split companies to platoons?



    To be more clear: if needed can I split Soviet tank company counter to three platoon counters?




    Mad Russian -> RE: What else can we tell you about the game? (7/29/2013 8:55:25 PM)


    quote:

    ORIGINAL: Amono

    Flashpoint Campaigns is looking very good so watched the DAR and combat videos again to ease my waiting and couple of questions rose up.

    - Noticed that you can pause the turn resolution. So can you save the game during turn resolution?


    No, you can only save a turn once it's played through.

    quote:


    - Can you separate infantry squads from their ifvs, apcs or trucks?


    Short answer is no. Meaning you cannot split the transport away from the infantry and form two units. If the unit is not in the act of moving though they are separate targets in the hex they occupy.

    quote:


    - Can you split companies to platoons?


    In the editor, yes. In game play, no.

    quote:


    - More AARs or DARs, please.


    It would look like our time is too pressed to give you anymore AAR's and DAR's before we release. We are busy putting finishing touches on everything and have no time for more AAR/DAR's at the moment. That's both a good and bad thing for you guys!

    But we will start them again as soon as we have the time. [sm=00000945.gif]

    Good Hunting.

    MR






    CapnDarwin -> RE: What else can we tell you about the game? (7/29/2013 9:06:44 PM)

    To add to Mad Russian's comments, we are looking at the ability to pause and save during a turn. We will need to check that it does not break certain save games. So it may not make it in the initial release.

    We will, after release have discussions on new features. We had split /join functions a few years back but dropped it from the game because the AI use was not good /intelligent. There may be better ways to get it to work today.




    CrackSabbath -> RE: What else can we tell you about the game? (7/30/2013 3:33:32 AM)

    No question, just encouragement. My credit card is warmed up and ready to go.






    Amono -> RE: What else can we tell you about the game? (7/30/2013 4:20:49 AM)

    Thank you for the answers guys.

    Unfortunately my gaming time is sometimes very limited so it could be nice feature to save during turn resolution. Hope you can add it later then.




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