RERomine
Posts: 280
Joined: 7/19/2006 Status: offline
|
quote:
ORIGINAL: azraelck I guess it just seems ahistorical to me, to require players to attack then give them literally no time to do so. It's onlt a quirky engine and a lack of 'I' in the AI that allows players to 'win', then with heavy, needless, and stupid casualties. Unfortunately, scenario designers are compelled to work with the AI and to make a scenario challenging, some compromises are made. They usually are with respect to time. The AI is capable of performing the mechanics designed in the game, but is incapable of using the mechanics sensibly. In a game I played over the weekend, I was launching a major attack against the AI's disorganized defensive position across a fairly large front. All the while, a half a dozen AI artillery battalions spent time targeting the lone surviving crew member of one destroyed armored cars. This went on for several turns and they didn't get him. AI artillery is only really effective if the battle becomes static. I know better than to stay in one place any length of time, but the AI doesn't. If I'm advancing and spot enemy armor and can't get anything to take them out right away, I call in about a half dozen 80mm mortars per tank if I have them available. The response time is typically .2, so they hit before the AI moves. Surviving AI tanks under no circumstances should remain there if they survive the barrage, but unless they were heading somewhere, they will just sit. If you are getting shelled, get out of the impact zone if at all possible and it's only not possible if you are in direct contact with the enemy. The AI doesn't use smoke or smoke dischargers, if available. It doesn't coordinate movement between armor and infantry. Can't time attacks with artrillery barrages. Won't hold it's fire until more than one unit is in the killing zone. No general logic as to where it places or moves units other than with respect to the objectives themselves. All of this is understandable considering the complexity of the game. Think about computer chess. There are 16 pieces on each side and a total of 64 squares on the board. In a given turn, only one piece can be moved and it can reach only a small fraction of the 64 squares. This all boils down to a mathematical equation, albeit complex. Mid game turns can take anywhere from a few seconds to a few minutes to move one piece. With SPWaw, each side can have hundreds of units, thousands of hexes and each hex can have different terrain. I can only imagine how long it would take to write the code to have SPWaW move units with the rational that computer chess games do. And if such code existed, it probably couldn't run on a PC and if it could, it would take forever. The end result is scenario designers are compelled to work with the AI we've got and have to try to make it challenging somehow. Designers succeed in making some very challenging scenarios, given the limitations they are placed under. As long as the design relies more on unit placement than expected responses out of the AI, they work well. Much better than the randomly generated scenarios. I do understand the desire to have more time to utilize proper tactics, but I don't how easy it is to design such a scenario. As I mentioned, increasing the number of AI units might do it, but that's just speculation. quote:
"Colonel, you have to take this large town. You can't have any dupport from your division artillery, we don't want to disturb the cockroaches. Or break any bottles of booze. Oh, and you have exactly 1 hour and 20 minuits to advance 1500 meters, then attack the town, advancing and fighting through another 1000 meters. Oh and we don't have any clue as to what the enemy makeup is. But that's ok, because I want you court marshalled. And hung." Somewhat sarcastic , but it makes a nice point. More information in the scenario descriptions would be nice. Many seem to be a historical background, but not enough on what we have to face. Part of a U.S. Army operations order format shows what commanders usually can expect in the way of pre-mission information: Situation: a. Enemy forces: List information on disposition, composition, strength, capabilities, and most probable course of action. Most information concerning the enemy is determined during the commander's estimate of the situation. b. Friendly forces: Write in the mission statements of higher headquarters, and the essential tasks of adjacent and supporting units. c. Attachments and detachments: List all units attached to, or detached from, the issuing headquarters. If a unit is to be attached or detached after the effective time of the OPORD, it is listed here with the effective time or conditions under which the change in status will occur. This would help to address some of the mystery encountered in some scenarios. I'm sure armed forces of other countries provide similar information in pre-mission briefings. If anyone is interested in the complete operations order structure, the link is below. http://www.atsc.army.mil/itsd/comcor/in9003s.htm
|