RtG wrote:I don't want to have any control over battles either. However it always seems a terrible shame to me that the great unit graphics aren't used in the battles.
I even started to knock up a quick vb simulator that I'll post if I ever finish it but something like this would be great...
kafka wrote:well, I really do not understand the arguments against any player interaction in the tactical layer, and giving the fact that it could be implemeted as an optional feature I really do not understand this dogmatic approach
kafka wrote:well, I really do not understand the arguments against any player interaction in the tactical layer, and giving the fact that it could be implemeted as an optional feature I really do not understand this dogmatic approach
kafka wrote:well, I really do not understand the arguments against any player interaction in the tactical layer, and giving the fact that it could be implemeted as an optional feature I really do not understand this dogmatic approach
You're forgetting AI. Any interaction needs AI work. A lot. AGEOD ressources being small, that would say less features elsewhere.
kafka wrote:this is indeed a valid point I've not forgotten at all. But I do not think it is generally valid. Take the takeda series by magitech as an example which offers both aspects as two fully implemted parts in one game. Both of the them are indeed very good (contrary to the total war series) as even experienced players have a hard time beating the AI. And magitech being a small team too (contray to CA) I do think that this is not an impossible task to accomplish. But anyway I fully respect the decision by AGEOD not to include a full tactical layer in their design, whatever the reason may be. Though I personally think that such an optional layer (not necessarily fully implemented but offering at least a basical player involvement) would make their great games even better (not perfect, perfection being anyway a status we may approach but actually never reach ) and btw also increase the scope of the potential customers. So, on one hand I'm fully confident AGEOD will develop Vainglory of nations as a game I will enjoy on the other it still will not be the 'almost perfect' game I'd like to play and that I assume they basically would be able to develop.
Franciscus wrote:I will voice a little dissent here, if I may
I believe that we as buying players of AGEOD's games owe nothing to the devs, and can play whatever role we feel better (and yes, I believe that even fanboys and haters have their place). Personally I think one of the most useful roles is trying to "push the envelope" on a game design.
I think that the main reason for AGEOD's games not having a tactical layer are lack of resources and will to design two different AI routines (and graphics, GUI, etc)
But I believe that in a few years it will be possible and real.
BUT, at least let me say that I will be disappointed if the new AGEOD games (and yes, I include VGN) don't include at least a couple of features that have been discussed for the last 2 years, namely, a battle log and "juicy" battle reports (and I do not mean some sterile "unit X threw a D12 for 3 in a range of 5 and inflicted 4 hits". ).
Some may argue that this are mere "bells and whistles". They may be, but so are tilting maps, fancy GUIs, extensive OOB (in a Corps level game :blink etc. If the games did not have those features, we might just well play in a excel spreadsheet.
Regards
AndrewKurtz wrote:It also would not work in a PBEM game at all. It would slow down the entire game to a ridiculous level.
AndrewKurtz wrote:It also would not work in a PBEM game at all. It would slow down the entire game to a ridiculous level.
Generalisimo wrote:This is a VERY important problem of an interactive tactical battle... that I am surprised nobody raised it before.
If you want to directly interact on the battles... it is imposible to do a PBEM game.
Also, part of the "turns play" is lost, because you are creating a real time battle simulation that you have to follow to "squeeze" as much as you can from it by leading directly your armies to beat the AI.
This goes directly against the design of the game, a game that is suposed to be played "on turns", like all previous games.
So, something "different" from what you have suggesting must be thought... something that CAN coexist with a PBEM feature and the "play on turns" philosophy.
I understand that people wants more control on this aspect... but I really think that with the current design of this kind of game, the idea doesn't fit very well... apart from all the time it will take to make Athena as intelligent as the player to use those new features....
And sorry for this, but making a complete set of new features and making them ALL OPTIONAL (like some here stated) to please a set of players is NOT cost effective in any way for AGEOD... how much time of Pocus will be invested in this OPTIONAL feature?... probably a LOT of precious time that could be use in improving the diplomatic engine, the AI, the economic engine, etc, etc, etc...
Of course, this is ONLY my opinion...
If you want to directly interact on the battles... it is imposible to do a PBEM game.
Franciscus wrote:I am pretty much convinced that in a few years we will all laugh at how we thought some things were impossible...
But I am not asking for tactical battles in VGN. I am merely asking at least (again) for a decent log - history of battles fought - in the future AGEOD games, both from the perspective of the engagements itself but also from the perspective of the units and generals involved, and decent (well, very good ) battle reports, preferably online during each battle, to increase immersiveness.
It is a pity if devs and betas will not find this important, but I can live with it
Pocus wrote:There will be a better reporting on what's going on, rest assured. I won't give you details, but there will be one kind of reporting which should be easy to read, happening 'on the fly' during battle, and a more detailed one after battle. Now for control, we still don't plan to allow you to tweak your orders during the battle sorry. This is much more a design decision than an engine limitation, as the engine can already be put on pause to display the battle. If I were to take a parallel, you roll a dice and check the result somehow. Except that in the AGE engine, you roll some thousands dices
kafka wrote:well, noone in this thread asked for a fully implemeted tactical layer but for a better presentation of the results and a basic player involvement in an aspect of the game which is otherwise completely unimmersive to the the player
Pocus wrote:There will be a better reporting on what's going on, rest assured. I won't give you details, but there will be one kind of reporting which should be easy to read, happening 'on the fly' during battle, and a more detailed one after battle. Now for control, we still don't plan to allow you to tweak your orders during the battle sorry. This is much more a design decision than an engine limitation, as the engine can already be put on pause to display the battle. If I were to take a parallel, you roll a dice and check the result somehow. Except that in the AGE engine, you roll some thousands dices.
Generalisimo wrote:You are REALLY... REALLY wrong...
kafka wrote:well, crown of glory has a fully implemeted tactical layer and from what I can see at the matrixgames forum there are a lot of pbem games going
Franciscus wrote:I HOPE I am wrong . And I have read Pocus's post. I admit that sometimes I can be a pain in the ass, but the lack of this (proper logs and reports, and BTW, better graphic presentation of OOB, army organization, etc) was one of the few disapointments AACW ever gave me, and I really want this feature implemented this time (and retrofitted ?? )
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