(05-04-2010, 12:58 AM)Rabbit Wrote: There is already a feature in the game engine that I would like to see utilized by the scenario designers - the ability to rest to regain effectiveness. I haven't paid close attention to this, but I believe it is set to zero in all the titles by default and I don't recall any scenarios utilizing it. I am not sure why this is, as I think it would add an interesting dimension.
The rest-and-refit was added into the games in the latest round of engine updates, at least in most of the titles. I think the first one or two may not have gotten this treatment due to an oversight. Rich Hamilton would know this answer for certain.
The tough thing about the rest-and-refit is that a unit has to stay pretty much still and not get fired at in order to 'rest', meaning anyone on the MLR isn't going to benefit from this. You'd have to move a unit out of harms way, wait a couple of turns, and then go back into the fight. In a scenario that's shorter, this might not be all that useful. Where it is useful, I feel, is in larger scenarios where you can shift units back and forth and have a longer time period to actually regain meaningful effectiveness.
I've been starting to play around a bit with some scenario design (modification is more like it right now), and it might be tricky to design in the ability for a unit to move to a rest and refit type of position.
I'm finding in my very early stages of playing around that the AI doesn't always do what you want it to do anyway, at least not well, and typically doesn't handle things well on the offense. A few years of playtesting has shown me that the offensive bogs itself down way too much regardless of how well you script the AI. It's why most scenarios are best played versus the AI with the human taking the offense or in a PBEM scenario. I'd say that playing against an attacking AI with conventional scoring should net you a win nearly 99% of the time, unless the victory levels are so skewed that it's really hard to win period.
(05-03-2010, 11:56 PM)Mad_Dog Wrote: +1 for Ivan's suggestion regarding Op Fire. It is hard to script a default setting to be used for all situations. However setting units to "Hold Fire" means that they won't fire even if an enemy unit moves into an adjacent hex, which means enemy units can move in for an assault without receiving any Op Fire. I would love multiple options for Hold Fire (such as Hold Fire until within half range), but barring that, I would suggest changing the code such that units will fire at an enemy in adjacent hex even if they are set to "Hold Fire".
Show the weapon parameter information for enemy weapons and vehicles when you right click on their units (after they have become visible). This information is shown for friendly units, but for enemy units you have to open the Weapon Data Dialog box and then search through that.
Yeah, I can't tell you how many times armor has rolled right past an AT position of mine because I mis-judged how quickly it would hit my positions. Very frustrating.
The enemy information I think is a feature of FOW, really, especially something like weapons loads for a variety of weapons. I'm not sure if this information should be made available to the opposing player or not.
I guess printing out the weapon's information and having it handy when you play would also be an option, but I see where you're coming from.