View Full Version : Start Lines
Imp
November 15th, 2009, 07:49 AM
Buying defensive features thread by Cross got me thinking the game would the game be improved with variable start lines. By this I mean have say a plus or minus 5 hex variance rather than always being in the same place for that map size/engagement.
Probably more effect for assaults as mines possible from & pre bombard slightly more guess work. Of course player sets up as he feels so unsure if it would add much.
Thoughts
Mobhack
November 15th, 2009, 11:46 AM
Buying defensive features thread by Cross got me thinking the game would the game be improved with variable start lines. By this I mean have say a plus or minus 5 hex variance rather than always being in the same place for that map size/engagement.
Probably more effect for assaults as mines possible from & pre bombard slightly more guess work. Of course player sets up as he feels so unsure if it would add much.
Thoughts
The game does not have any such concept as a "start line" for each player in the code. In 99 different routines, it calculates the thing from the battle type and map width. So rather unlikely to be implemented.
In any case the AI deployment routines will ignore the start line and always have. (Try auto-deploying a platoon near the start line). Plus it gets a boost in river assaults - the infantry will deploy well ahead of the assault line. But it needs that, since a river defence against the AI is a duck-shoot.
Andy
Imp
November 15th, 2009, 02:03 PM
In any case the AI deployment routines will ignore the start line and always have. (Try auto-deploying a platoon near the start line). Plus it gets a boost in river assaults - the infantry will deploy well ahead of the assault line. But it needs that, since a river defence against the AI is a duck-shoot.
Andy
I would say any battle where its attacking inc meetings thats a good idea for any AI foot sloggers, they might actualy turn up before the vehicle battle is over that way. Certainly help if map width is over 80 at present think it sometimes kicks off its start 3 turns or so late to try & compensate. Any workaround that helps it remain a cohesive force is a good one.
runequester
November 15th, 2009, 07:43 PM
yeah, you tend to get a wave of tanks, followed by a wave of foot sloggers later.
Though the AI is very fond of tank riders so its not too bad. Good reason to strafe the tanks with some Vickers lovin' though
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