Veitikka
Posts: 1304
Joined: 6/25/2007 From: Finland Status: offline
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quote:
ORIGINAL: Phoenix100 I will certainly buy this anyway, of course, because what a fantastic, ambitious project - certainly deserves to be supported in the hope of future life. It looks excellent, and assuming the developer is a one-man, part-time developer (as most seem to be,sadly,in this niche market) then a it's a really tremendous achievement. Hats off to you, Veitikka. I'm the original founder and the programmer of this project, but there are three others who make most of the content for the game. quote:
But can I ask - you can zoom in close enough to see the units, to see if they're behaving tactically or not - so DO they behave tactically at the individual level? I would prefer to command at formation level - so if I give some kind of attack order to a formation will it visibly use, for example, covered lines of approach? Will it separate off elements to provide a base of fire, to attempt to suppress the target, and then use other elements to advance? If the game does not physically do these kinds of things it's not a killer for me (indeed, since no other game does such things using the AI I would be astonished if it did), but then I would prefer not to see individual unit sprites - so is there an option to just view nato type symbols at closest zoom levels (instead of modelled tanks and planes etc)? The recommended way to play the game is to command formations, not individual units. The AI opponent plays it like this, but many players seem to favor micromanaging. Currently there's nothing as complex as automated bounding overwatch, but for example tanks know to scan different directions (forward-left-right) depending on the formation shape. There's an option to hide the unit sprites.
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