Mad Russian -> RE: Playing the British (3/4/2014 2:43:42 PM)
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When I first started playing with the code, after all the direction rewrites that I gave to Rob(sorry Rob), I didn't know how the code would respond. So, at first, I played them all the same. It didn't take long to find out that was a really bad idea. If you follow the scenario progression, you can literally follow the code progression. SIDE NOTE: A Time to Dance has been played hundreds of times by the team. The first time Jim and Rob played the scenario there was a conference call and I was asked why I had units appearing in the middle of the map. That didn't really seem like a good idea. I explained, that there is a US base there, that the 11th ACR is activating from. That as they come online and then you get to take charge of them. As many times as it's been played it still surprises us with the results at times. It is often the scenario used to run a test of code issues on. Because it's been played so much and it's so small we can run tests with it and get results from a known parameter. We know what it's done in the past. At least for the most part...[:D] As each scenario activated, it added in another section of code to cover what features were being presented in the scenario. The result of that was, we all learned to play the Americans first. The first 8 scenarios done were the Americans. Then came the West Germans. BIG SURPRISE! They aren't American forces in Leos!! [X(] Okay, have to learn to fight with them. If the game is worthwhile, the real life tactics should work best. We have the units and terrain as best we can model, which should mean the WG tactics should be the best to try. Starting from there we found those actually did work best. Along in here Charles joined the team and he was also surprised to find the difference in game play between nationalities. That was great!!! Rob and Jim have done their job!!! [&o] After the WG scenarios came the British. How were they going to play. BIG SURPRISE! They didn't play anything like either the American or West German forces. There are two reasons they all play differently. First is terrain. The areas I chose to include in the map were intentionally different. They were chosen to present as large a pool of different terrain maps as possible. This would get scenario designers started immediately; without having to rely on just a few maps. Second, their missions are all different, which means their equipment mix is different. Couple the terrain they were to defend, with the equipment they had to defend it with and you get the tactics they came up with to do the job. Add those all together and you pretty much have how Flashpoint Campaigns: Red Storm plays as NATO. But, we didn't stop there. We then went back and looked at how the AI works and what would be the best scenarios to convert to be played from the Warsaw Pact side. The AI was intended to primarily be an attack AI so we can't put NATO in defensive posture, that will come in later versions of the game, so, what would work? The Meeting Engagements (ME's)! All of the scenarios are theoretically okay for head to head play but some are very unbalanced in favor of the Soviets as far as play balance goes. With the game coming together fast and a customer base and publisher wanting the game NOW we playtested deep into the night. What you see is 4 nations armed forces. Each of them pretty much use real world, for the time, tactics to fight and win. Each scenario was specifically designed to highlight a part of the game. They were then balanced as much as time allowed. The terrain, equipment and situations were all there. Those were then bundled up into the 2 campaigns and those scenarios also had their own maps and situations. They were playtested down to the last hour before release. That's what you have now. We think all four nations play well. Each is different in mission, equipment and the tactics. Hope that helps. Good Hunting. MR
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