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RE: Proposal for formation templates - reducing micro management

 
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RE: Proposal for formation templates - reducing micro m... - 4/27/2011 12:10:08 AM   
kendollem

 

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Yea i dont see how automatic replacement has any feasibility what so ever for a number of reasons ..

I think a template system would be nice where you can create new units from it and and choose a template for a Division and click a button to reinforce that division from the local Hq.. Tho as said prolly isnt going to save as much micromanagement as thought for reasons stated above ..

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Post #: 31
RE: Proposal for formation templates - reducing micro m... - 4/27/2011 3:13:25 AM   
jomni


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For those against the notion of auto reinforcement: why do you hate it so much when it is already being implemented successfully in several other games?  

Again, if there were a button to turn it off, then why are you guys still against the notion of implementing?

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Post #: 32
RE: Proposal for formation templates - reducing micro m... - 4/27/2011 3:39:29 AM   
MrLongleg

 

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quote:

ORIGINAL: Westheim


quote:

ORIGINAL: Barthheart


quote:

ORIGINAL: Josh

...
The Germans have a great word for this: "verschlimmbesserung" meaning one tries to make something better, only it gets worse and worse
....


That's interesting... in engineering we say "Better is the enemy of good". Only the Germans would have come up for a single word for it!


These Germans have indeed totally awesome words, like Gewerbesteuerzerlegungserklärung. There's one lying on my desk in the office, and I don't want to think about it.

But on topic. People seem to ignore the inherent problems with auto reinforce systems. There ought to be two different types of these imaginable:

A) When selecting a unit, the options panel shows a button "auto-reinforce" to bring it back to full template strength.
B) Each round, HQs reinforce subordinate units automatically to full template strength.

B can be discarded right away under Advanced Tactics, since reinforcing a unit ends that units turn automatically. This will hurt the player in about nine of ten cases. If something's under attack and suffered casualties it might be a better idea to do something about it rather than to send more sheep into the hail of gunfire. It would also kill XPs in a veteran unit and cause many more issues.

A would give you the option to reinforce a unit which has suffered under the enemy's attack on the interturn back to full template strength. So, if it would have been a unit designed for defense against infantry, the template would call for 30 infantry and 5 machineguns in the unit, plus 5 horses for mobility. The evil enemy has attacked and there were some losses: now only 20 infantry, 2 machineguns and 3 horses are left. The player hits auto-reinforce now, the lowest HQ in the chain of command would be called for to send down 10 infantry, 3 machineguns, and 2 horses.

But too bad, only 5 infantry and 2 horses are available. The enemy has attacked elsewhere and has taken one of the towns producing for the HQ. So, no more reinforcements for now.

Let's say the next higher HQ has a reserve of 30 infantry and 20 horses. But the infantry is of the wrong type (rifle instead of SMG or whatever), and even worse: sending down reinforcements from here right into the wounded unit would cause disruption again, killing readiness and so on. So should be this second HQ in the chain of command be called at all? Well, maybe you could define this over an additional button or box to check in the formation template.

But should be the "wrong" infantry type be sent down as reinforcements? Wait, let's define it over an additional button or box to check in the formation template. But of course there are different situations all the time, so better add an additional box to check for the HQ in question which overrides the template box. Or shouldn't it? Add another box to check here, too.

Oh, waitwaitwait! The top level HQ has 215 of the "right" infantry type in reserve! Should those be sent down, causing disruption, consuming tons of landcap and so on? Add a few more buttons and another box there. Of course, there are other fronts as well that need reinforcements, so maybe we'd need another option to disable this and that ...

Of course these template editors, 20 additional buttons and 60 boxes to check flowing all over the screen would be entirely optional and could easily be turned off with this button there in the far left bottom corner of the screen.

Terrible system, thoroughly terrible. This will never end, as soon as you run out of reinforcements to possibly cover all things and casualties that can happen to you between turns. Don't tell me you're too lazy to look after your units after the AI's turn is finished. You would still have to even with this terrible system. The current system of manual reinforcements is working well enough (I don't say it's perfect, what then again life in itself sucks and is far from being even remotely enjoyable, let alone perfect), and I'd suggest to keep it this way, not as an option, but mandatorily.


I don't think it is so terrible. Of course we need to change the fact that units get disrupted from being transferred. That was one thing I mentioned in the original post and also one thing the I believe needs to be changed anyway. And again - if you like spending fifteen minutes per turn sending reinforcements that is completely okay since you would not have to use the template system. I would love to have the templates. I could even settle without the auto-reinforce feature in the beginning if they would be a button to reinforce from the chain of command. But that would have the disadvantage that the units would not get filled in a round-robin way just focussing the reinforcements on the first units you use the button on.

On another note I think that although life sometimes sucks it can be still quite enjoyable ;-)

Prost !


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RE: Proposal for formation templates - reducing micro m... - 4/27/2011 6:26:28 AM   
Westheim

 

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It was mentioned above that other games successfully employ auto reinforcement systems. Meanwhile you seem eager to change Advanced Tactics and it's concepts into something that it isn't. Of course transferring units causes disruption. Have all division commanders in history shared the same characteristics? I doubt so. I'm sure a Confederate unit transferred from Longstreet's to Stonewall Jackson's command would have felt pretty disrupted at first. One could certainly argue about the amount of disruption and 50% loss of readiness can seem harsh, but disruption is a well working concept of the game. This is about long term planning more than anything else. Get your stuff straightened out *before* you attack and assign units accordingly. Mentalities of "Today Yugoslavia, tomorrow Greece, and next week I'll drive through Russia" have worked out rarely in world history.

Instead you want to add a concept bound to clash with Advanced Tactic's mechanisms of how unit stats are handled. This is also why you want disruption to be killed off - it directly prohibits your auto reinforcements idea as soon as you enter the second HQ from the bottom in the chain of command. Of course this would have advantages. You could break through somewhere with an armoured unit, buy 50% losses, and then immediately reinforce it - while the unit is actually behind enemy front lines - with some experience loss, but if the readiness would not suffer, this wouldn't be such a bad trade at all. How unrealistic is that, reinforcing units in the middle of enemy land with no penalties and downturns whatsoever.

Anyway. Seems to me that you want to change Advanced Tactics into some other game.

< Message edited by Westheim -- 4/27/2011 6:28:49 AM >


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RE: Proposal for formation templates - reducing micro m... - 4/27/2011 10:12:30 AM   
lion_of_judah


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If this is made a possibility, then has anyone considered having templates for Brigades with the Brigade symbol, and Divisions with the Division symbol or is this not possible. I saw screenshots from Decisive campaigns was it that Vic made where you could tell which units were brigades and divisions, bltn's and what not. Curious on if this is even possible....

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Post #: 35
RE: Proposal for formation templates - reducing micro m... - 4/27/2011 10:18:46 AM   
jomni


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quote:

ORIGINAL: Westheim
Anyway. Seems to me that you want to change Advanced Tactics into some other game.


Yes I want it to change to a game that I want to play.
Currently I'm not buying ATG because of this issue as I found it tiresome in AT.
No worries, I guess I'll have to keep playing the other games.


< Message edited by jomni -- 4/27/2011 10:24:31 AM >


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RE: Proposal for formation templates - reducing micro m... - 4/27/2011 12:01:43 PM   
JJKettunen


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As a noob I have played an evensteven scen (Ger vs. Rus) to learn the ropes, and I have to say that already after a couple of days the constant TOE managing starts to feel a bit tedious. Some people may enjoy this game as a TOE manager, but I'd rather concentrate more on operational manoeuvres, if possible.

Please fix or do somefink!

e: just to clarify, optional unit templates and an optional replacement system is what I wish (if feasible), not screwing up the original design.

< Message edited by Keke -- 4/27/2011 12:13:31 PM >


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RE: Proposal for formation templates - reducing micro m... - 4/27/2011 12:02:45 PM   
Grymme

 

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I for one would see the template option, ratios, officers etc..., really anything that adds to the game without subtracting anything else as a positive. Off course it is.

And there is nothing wrong with wishing things for a game, it in itself is a pure positive.

What i do think some people (me including) have issues with is the complaining. If the game is not what you were expecting fine, then maybe you have a valid point. But if its just that you dont LIKE some aspect of the game that does play as it was intended, wish for it or keep quiet, dont complain.

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RE: Proposal for formation templates - reducing micro m... - 4/27/2011 2:13:17 PM   
Casus_Belli

 

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I had this very idea at about 3am when I should've been getting some sleep . And so I endorse it.
quote:

ORIGINAL: el hefe

I would also like to add that it would also be nice when you select your templated unit to build, that the game would automatically use your naming provisions numerically. So, if I created three templates for units and we'll call them "Infantry Division", "Armored Division", and "Cavalry Division." When I click on the add new formation, the game gives me the option to create one of three templates that I created. The game then automatically renames them using my templates name. If I create a new armored division from my template, it automatically names the unit "x Armored Division".

These templates should be completely optional and players could fully ignore them if they choose.

Trey



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RE: Proposal for formation templates - reducing micro m... - 4/27/2011 2:24:00 PM   
Casus_Belli

 

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@ Westheim: "life in itself sucks and is far from being even remotely enjoyable".

Steady on! At least there are games like ATG to play and enjoy.

< Message edited by Casus_Belli -- 4/27/2011 2:25:09 PM >


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RE: Proposal for formation templates - reducing micro m... - 4/27/2011 3:21:26 PM   
GrumpyMel

 

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Although I probably wouldn't use this system much myself. I think it's positive for the game, since it definately helps with some of the micromanagement issues, and a fair number of players aren't into that.

I do believe it should be implimented in such a way that it doesn't break any of the existing "rules" of the game. Units should have to trace a line of communication back to thier HQ's to draw replacements, just as they would if you were doing manual transfers with Landcap as the game supports today, etc. Units should also suffer readiness hits when transfered via Landcap and from HQ's, just as they do in the game today with manual transfers. We can debate how much is called for...but I definately think from both an historical and game-play purpose, some level of readiness loss is called for. It should also, as has already been pointed out by all supporters of the system be optional....and folks who want to micromanage (like me) still can.

As for the technical aspects.... that's something we can't really judge. Vic will know how difficult it would be to impliment it, how much complexity it might add to the engine and whether it's worth it or not to impliment. As players, all we really should be worrying about is making suggestions about things we might like to see in the game. Vic's done a kick arse job designing the game so far..... I have full confidence that he knows what suggestions might fit in well with both the spirit and technical design of the game...and which ones don't.

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RE: Proposal for formation templates - reducing micro m... - 4/27/2011 5:09:20 PM   
sIg3b


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I can see the problems with auto-reinforcement.

But, otoh, an auto-create button that simply tells an HQ with the necessary preconditions to create one more (or 15 more) of a unit that already exists, should be simple, no? And would save a lot of time, and boredom.

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Post #: 42
RE: Proposal for formation templates - reducing micro m... - 4/27/2011 5:45:23 PM   
Westheim

 

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quote:

ORIGINAL: Casus_Belli

@ Westheim: "life in itself sucks and is far from being even remotely enjoyable".

Steady on! At least there are games like ATG to play and enjoy.


This seems to be everything people are commenting on anyway, so I'll give it up right away with this topic.

And I do not enjoy anything.

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Post #: 43
RE: Proposal for formation templates - reducing micro m... - 4/27/2011 8:33:06 PM   
Jeffrey H.


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You have a "cutting business tax declaration" on your desk ?

Actually you bring up the point that was on my mind and that is merging the existing production system with a template system Not a good thing IMHO.

But, if all production were abstracted into "points" as was done with political points for example, then the action card system mentioned by TPM might cover the idea.

You want a formatted grouping of SFT's in your units, you goto the action card, pay your PP's and the action card spits out the unit in some location on the map. Seems doable to me. Your production is essenatially defaulted to PP's and you no longer have any need to fiddle around with maunally stuffing SFT's in units.

Seems like a neat idea. Ripe for a modder to pick.








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RE: Proposal for formation templates - reducing micro m... - 4/28/2011 7:57:57 AM   
TPM

 

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quote:


These Germans have indeed totally awesome words, like Gewerbesteuerzerlegungserklärung. There's one lying on my desk in the office, and I don't want to think about it.

But on topic. People seem to ignore the inherent problems with auto reinforce systems. There ought to be two different types of these imaginable:

A) When selecting a unit, the options panel shows a button "auto-reinforce" to bring it back to full template strength.
B) Each round, HQs reinforce subordinate units automatically to full template strength.

B can be discarded right away under Advanced Tactics, since reinforcing a unit ends that units turn automatically. This will hurt the player in about nine of ten cases. If something's under attack and suffered casualties it might be a better idea to do something about it rather than to send more sheep into the hail of gunfire. It would also kill XPs in a veteran unit and cause many more issues.

Not sure where in this thread anyone has suggested that the HQ's just send out reinforcements automatically without the player's input...I know I've never said it, and I am totally in favor of the "template/reinforcement" system. So to clear this up, the proposed reinforcement system would not happen "each round" on its own, sending out replacements to units under attack, unused garrison units, blah, blah. I'm actaully a bit baffled that you even thought people were suggesting that. I envisioned it as an OPTION, a button on the HQ that you could use if you wanted to. Now, that being said, although I believe this could be useful, I do agree that there are complications with sending out reinforcements automatically from the HQ, so I'll put this one aside for now...

quote:


A would give you the option to reinforce a unit which has suffered under the enemy's attack on the interturn back to full template strength. So, if it would have been a unit designed for defense against infantry, the template would call for 30 infantry and 5 machineguns in the unit, plus 5 horses for mobility. The evil enemy has attacked and there were some losses: now only 20 infantry, 2 machineguns and 3 horses are left. The player hits auto-reinforce now, the lowest HQ in the chain of command would be called for to send down 10 infantry, 3 machineguns, and 2 horses.

Yes, this is exactly how I imagine it would work.

quote:


But too bad, only 5 infantry and 2 horses are available. The enemy has attacked elsewhere and has taken one of the towns producing for the HQ. So, no more reinforcements for now.

And? So far, nothing different from the present way...the player would look to see what he has in his HQ (just like the present system) and decide to reinforce or not. If he felt that it would be simpler to do it with the present system, he could do it. Again (for about the millionth time) the proposed system would be optional...press the reinforcement button at your own peril...if you think you might not have enough troops in your HQ, check it out. Wouldn't you do that with the present system? The proposed system won't make everyone brain dead.

quote:


Let's say the next higher HQ has a reserve of 30 infantry and 20 horses. But the infantry is of the wrong type (rifle instead of SMG or whatever), and even worse: sending down reinforcements from here right into the wounded unit would cause disruption again, killing readiness and so on. So should be this second HQ in the chain of command be called at all? Well, maybe you could define this over an additional button or box to check in the formation template.

OK, I think the problem here is that you're thinking of the template all wrong...it's just a tag that would tell the computer what the unit wants, that's all. If the next higher HQ has the "wrong type" of infantry, so what? You could send them anyway using the present system...I don't really understand you're point, unless, as I've said, you're thinking of the templates wrong, like some kind of fixed amount that the unit has to have, and it can't have other SFTypes? And also, how is sending reinforcemtns to the wounded unit any different than it is now in the present system? How is that "even worse"? Are you saying that that doesn't happen in the present system? There is no need for an additional button...in fact since we're talking about it, here's what would happend after you press the button:

HQ has 30 Rifle, 12 MG, 4 Fighters and 6 Trucks
Options:
Send replacements to fill template
Go to next higher HQ
Cancel


And what if there isn't enough transport? You get this message:

HQ only has enought transport to send 5 Rifle. Send anyway?

Notice how the player would be given a choice?

quote:


But should be the "wrong" infantry type be sent down as reinforcements? Wait, let's define it over an additional button or box to check in the formation template. But of course there are different situations all the time, so better add an additional box to check for the HQ in question which overrides the template box. Or shouldn't it? Add another box to check here, too.

Nope, no need for additional buttons...you can put whatever you want into a unit that has a template tag, it doesn't matter. If your unit has a template tag of 20 Rifle, 3 MG, and at the moment it has 10 Rifle and 2 AT guns, if you press the reinforce button, you would get 10 Rifle and 3 MG...and if you wanted to put something else in there you could do that too. When you press reinforce, the computer would just try to fill the unit with what its template requires, that's it. It won't care what else you have in there. So no problem here, still only one button.

quote:


Oh, waitwaitwait! The top level HQ has 215 of the "right" infantry type in reserve! Should those be sent down, causing disruption, consuming tons of landcap and so on? Add a few more buttons and another box there. Of course, there are other fronts as well that need reinforcements, so maybe we'd need another option to disable this and that ...

Nope, no need for more buttons here either. Again, it would be the player's choice whether to send reinforcements...somehow you're on this track that this proposed system would be forcing players to send replacements...not sure where you're getting that idea, but that's not what it would do at all. In the unit screen, you would press a reinforcement button, knowing full well what it will do...see my above example for how it would work. Still, one reinforcement button, no option boxes yet.

quote:


Of course these template editors, 20 additional buttons and 60 boxes to check flowing all over the screen would be entirely optional and could easily be turned off with this button there in the far left bottom corner of the screen.

Nope, just one button on the unit screen is what I'm thinking.

quote:


Terrible system, thoroughly terrible. This will never end, as soon as you run out of reinforcements to possibly cover all things and casualties that can happen to you between turns. Don't tell me you're too lazy to look after your units after the AI's turn is finished. You would still have to even with this terrible system. The current system of manual reinforcements is working well enough (I don't say it's perfect, what then again life in itself sucks and is far from being even remotely enjoyable, let alone perfect), and I'd suggest to keep it this way, not as an option, but mandatorily.


It's not a terrible system, and someone with artistic flair and programming skills could come up with something elegant and functional. I believe something like this would be an improvement to the game, if done right, and done in the spirit of the game...I am in total agreement that a complicated system of reinforcement is not what this game needs, and I want to make the point to anyone who's made it this far in the post(!) that what Westheim is describing above is not what I have in mind at all. Yes, for an island hopping game with transports, sea power, etc., this system is not needed, so you wouldn't use it. But for those big East Front scenarios, this system would be awesome...think of all those divisions...it's the second turn and you're the Germans, and you want to bring everyone up to strength. Click on an infantry division, click reinforce, done. Click on a tank division, click reinforce, done. Want one more tank in that division? Go for it. Or maybe you like this: "OK, 3rd Infantry Division, let's see, 23 Rifle, so that means he lost 7, so I'll replace 7, and then I'll add some MG's...oh man, gotta replace some horses too...but gotta find his HQ first...OK, 56th Pz Div. lost one tank, OK, replace one tank, oh, and some scouts too...how many did he begin with? Good thing I only have 178 more divisions to go..."

If you're into that fine, but not me. I know what I want in my divisions and if I know for a fact that my HQ's can distribute, than I prefer the proposed system.

(in reply to Westheim)
Post #: 45
RE: Proposal for formation templates - reducing micro m... - 4/28/2011 8:01:27 AM   
TPM

 

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quote:

ORIGINAL: GrumpyMel

Although I probably wouldn't use this system much myself. I think it's positive for the game, since it definately helps with some of the micromanagement issues, and a fair number of players aren't into that.

I do believe it should be implimented in such a way that it doesn't break any of the existing "rules" of the game. Units should have to trace a line of communication back to thier HQ's to draw replacements, just as they would if you were doing manual transfers with Landcap as the game supports today, etc. Units should also suffer readiness hits when transfered via Landcap and from HQ's, just as they do in the game today with manual transfers. We can debate how much is called for...but I definately think from both an historical and game-play purpose, some level of readiness loss is called for. It should also, as has already been pointed out by all supporters of the system be optional....and folks who want to micromanage (like me) still can.

As for the technical aspects.... that's something we can't really judge. Vic will know how difficult it would be to impliment it, how much complexity it might add to the engine and whether it's worth it or not to impliment. As players, all we really should be worrying about is making suggestions about things we might like to see in the game. Vic's done a kick arse job designing the game so far..... I have full confidence that he knows what suggestions might fit in well with both the spirit and technical design of the game...and which ones don't.


Absolutely agree...nothing in the game would be changed at all...it would just be a way to get the computer to do some stuff that is mundane...if you know what you want, and you can get it, and you can get it with one click and not seven, than I'm for it.
I also agree that this game is kick ass the way it is...Vic has done a tremendous job...I've been with this since People's Tactics and it is the most sublime game I've ever played. I'm just trying to make suggestions, not trying to make it into another game.

(in reply to GrumpyMel)
Post #: 46
RE: Proposal for formation templates - reducing micro m... - 4/28/2011 9:09:53 PM   
sIg3b


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Still no one likes my idea of a simple 'copy' button to speedily create x identical units?

Or is such a button already there, and I just don´t know about it?

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Post #: 47
RE: Proposal for formation templates - reducing micro m... - 4/28/2011 10:20:23 PM   
TPM

 

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quote:

ORIGINAL: Tesuji

Still no one likes my idea of a simple 'copy' button to speedily create x identical units?

Or is such a button already there, and I just don´t know about it?


I like it!

(in reply to sIg3b)
Post #: 48
RE: Proposal for formation templates - reducing micro m... - 4/30/2011 2:54:49 PM   
Casus_Belli

 

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I'd like to strongly endorse TPM's last two posts, including the part about this being a sublime game.

I also like the 'copy button' idea!

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Post #: 49
RE: Proposal for formation templates - reducing micro m... - 4/30/2011 6:03:31 PM   
crazyjohn

 

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+1 gd idea.

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RE: Proposal for formation templates - reducing micro m... - 5/1/2011 4:38:28 AM   
Jeffrey H.


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Maybe summarize the idea and post in the "wish list" subforum ?


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RE: Proposal for formation templates - reducing micro m... - 5/2/2011 1:41:23 AM   
TPM

 

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quote:

ORIGINAL: Jeffrey H.

Maybe summarize the idea and post in the "wish list" subforum ?



I'll probably do that after I tighten it up. I'm not a programmer, so I have no clue as to how this could be done, maybe it can't, but I would at least like to present a workable idea. Thanks all.

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Post #: 52
RE: Proposal for formation templates - reducing micro m... - 5/2/2011 8:37:13 AM   
Vic


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hi guys,

just wanted to let you guys know i am reading this thread.

bad news: this wont be implemented on short term

good news: it is something i am seriously thinking about to add


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Post #: 53
RE: Proposal for formation templates - reducing micro m... - 5/2/2011 9:58:22 AM   
crazyjohn

 

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Vic thanks for the update but please at least tell us if this feature will be implemented in ATG or will we have to wait for AT3 ?

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Post #: 54
RE: Proposal for formation templates - reducing micro m... - 5/2/2011 5:36:20 PM   
TPM

 

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quote:

ORIGINAL: Vic

hi guys,

just wanted to let you guys know i am reading this thread.

bad news: this wont be implemented on short term

good news: it is something i am seriously thinking about to add



Thanks for the notice Vic...we/I appreciate that you look at these discussions.

(in reply to Vic)
Post #: 55
RE: Proposal for formation templates - reducing micro m... - 5/3/2011 11:16:16 AM   
Casus_Belli

 

Posts: 444
Joined: 11/20/2005
Status: offline
Go Vic!

_____________________________

Furthermore, Carthage must be destroyed.

(in reply to TPM)
Post #: 56
RE: Proposal for formation templates - reducing micro m... - 5/20/2011 1:04:50 PM   
crazyjohn

 

Posts: 31
Joined: 12/14/2010
Status: offline
Thx vic we knew you were listening.

(in reply to Casus_Belli)
Post #: 57
RE: Proposal for formation templates - reducing micro m... - 5/20/2011 2:16:56 PM   
Strategiusz


Posts: 236
Joined: 9/13/2008
From: Upper Silesia, Poland
Status: offline
No one will use the auto-reinforcement in a normal game against human. If you want to play a less micro-management game maybe this can be done by special mod or scenario? Or additional hardcoded options before start of the game.


< Message edited by Madlok -- 6/17/2011 10:13:34 AM >

(in reply to Westheim)
Post #: 58
RE: Proposal for formation templates - reducing micro m... - 5/20/2011 3:44:47 PM   
blastpop


Posts: 395
Joined: 11/27/2005
From: Connecticut
Status: offline

quote:

ORIGINAL: Vic

hi guys,

just wanted to let you guys know i am reading this thread.

bad news: this wont be implemented on short term

good news: it is something i am seriously thinking about to add




This is the one thing keeping me on the fence instead of buying the game. My view and that is all it is- computers are there to take care of the details and drudgery- and this would seem the perfect application of the computers power... That way I can do the things that give me the most enjoyment from my perspective. If I want to fiddle with the details- then I could but probably won't.

Otherwise this sounds like my kind of game!

(in reply to Vic)
Post #: 59
RE: Proposal for formation templates - reducing micro m... - 5/20/2011 10:09:49 PM   
phatkarp


Posts: 131
Joined: 4/14/2011
Status: offline
I think TPM's last mega-post hit it on the head.  It should be simple, and it should be user-initiated. 

Personally, I think I would use this a lot in my games against the AI, but not so much in my PBEM games. 

(in reply to blastpop)
Post #: 60
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