#453799 - 10/10/06 02:22 AM
Do Most of Your SB Pro PE Scenarios Play Out Like an Armored Alamo?
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Joined: Oct 1999
Posts: 1,060
Robert Murphy
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'Llo Bros, While I definitely enjoy SB Pro, and have gotten so I actually (in single-player) win more scenarios than I lose, it is rare that I manage to do so without losing anywhere from half to three-fourths of my force. Also, it seems I am more-often-than not compelled to play 'fireman'; i.e. 'F10' all over the battlefield (re-)directing AI controlled units. OK, this may truly be a lame question but, allow me to ask: is this generally how most scenarios can expect to run, or I am likely missing some fundamental things. I.e., have some of you gotten tactically proficient enough that you are generally able to beat most scenarios with considerably fewer losses? Robert (No, I am not asking for broad strategy advice, but any links and/or pointers in re will certainly be appreciated. )
"I would never allow any man to drag me so low as to hate him." --Benjamin Disraeli Send any and all hate-mail and death threats to: rmurphy4949@yahoo.com
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#453801 - 10/10/06 09:04 PM
Re: Do Most of Your SB Pro PE Scenarios Play Out Like an Armored Alamo?
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Joined: Feb 2006
Posts: 125
3Star
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You are correct in your impression that scenarios will frequently be run with massive losses on your side, and still achieve a victory. This isn't realistic, but is more 'fun': After all, in real life you wouldn't launch an attack unless you were pretty sure of winning in the first place.
There are a small number of scenarios out there where it is possible to win without losing a single vehicle, or very few. When correctly created, the scoring system takes this into account so that you can still have a challenge in achieving a 'win' on points even if taking the ground wasn't a problem. Unfortunately, properly creating scoring is the biggest area where the scenario creators are lax. It's a lot of extra work for little perceived gameplay effect.
NTM
Driver, Tracks, Troops...Drive and adjust!
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#453802 - 10/10/06 11:15 PM
Re: Do Most of Your SB Pro PE Scenarios Play Out Like an Armored Alamo?
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Joined: Oct 1999
Posts: 1,060
Robert Murphy
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Thanks for the perceptive feedback, ladz.
Jester: Not a long-winded post at all--thanks for taking the time to detail out this tactic. It seems you have hit upon a very solid formula for ensuring that AI units will take care of themselves. This (i.e. routing) seems to be a facet of the game where I am sorely lacking...
3Star: Er, how exactly does SB rack up VPs? Is it just simply far easier for a scenario designer to assign VPs for enemy units knocked out, than for conditions met?
Cheers,
Robert
"I would never allow any man to drag me so low as to hate him." --Benjamin Disraeli Send any and all hate-mail and death threats to: rmurphy4949@yahoo.com
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#453804 - 10/11/06 10:49 PM
Re: Do Most of Your SB Pro PE Scenarios Play Out Like an Armored Alamo?
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Ssnake
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Germoney
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Originally posted by Robert Murphy: Er, how exactly does SB rack up VPs? Is it just simply far easier for a scenario designer to assign VPs for enemy units knocked out, than for conditions met? It isn't that complicated, actually: You can give points for force strengthes - either survivors, or kills. You can include all forces, or pick individual platoons. You can have several of these sub-formulas. That way you can have big points for one or a few high value targets, and/or differentiate between vehicle classes (e.g. a truck kill gets more points than a tank if the player's job is to eliminate a supply convoy). Then you can give points for regions either defending, or taking them. You can give different point values for minimum and maximum time thresholds, e.g. the player is to defend an area for at least 25 minutes (that's when he gets a point score at all), and no more than 60 minutes (because the defense is part of a delaying operation, so he must avoid encirclement by not staying in place for too long). Say, you assign 50 points for 25 minutes, and 225 points at 60 minutes. The player managed to hold it for 45 minutes and 15 seconds. The score is 50pts + 5pts per additional minute = 50 + 5x15 + 1 = 126 (1 point since 15 seconds are more than 12 seconds but less than two fifth of a minute). You can, but need not, give bonus points and penalty points for every minute below or above the thresholds; if so, you should set a maximum of bonus/penalty points to avoid excessive penalization or excessive expectations of the player's performance; e.g. if you set the average time to kill a target to 20 seconds (50 points) and a bonus of 10 points per second, and the player managed to kill all targets within 11 seconds (which would be incredibly good in a combat situation with target saturation)... the computer would assume a best possible score of 50 + 20x10 = 250 points. The player would get 50 + 9x10 = 140 - barely above the 50% level of the theoretical maximum (which isn't possible to reach at all since the loader needs 5 seconds and the projectile flight time might add another 2 seconds...). You can also give points for events and conditions. This is probably rather self-explanatory. Finally, each of these sub-scores can be activated by the state of events and conditions at the end of the mission. This is useful if the player is supposed to make a choice among mutually exclusive mission goals - e.g. he could try to reach his own troops after being cut off behind enemy lines, or follow that high value target that is passing by near his location to eventually kill it, at the expense of his platoon's survival. Either choice may be valid, but only one goal can be achieved during a 1 hour scenario. Therefore the player should be rated against a formula that only takes into account those sub-scores that are of relevance towards his initial choice of his course of action. Now, each of these sub-scores adds to the total score. The points that you assign to them are indicators of the relative importance of the various mission goals. If force preservation is your top priority, then about 50% of all points should be given to the survival of blue forces. Give 30% of the points to the secondary mission goal, and the remaining 20% should be distributed to bonus goals (treat this as a rule of thumb). Steel Beasts will then sum of all sub-scored, divide it by the maximum possible score, and multiply this percentage with the "maximum scaled score" which can be any value. I would recommend using anything from a 100 to 1000 point scale to indicate whether a mission is easy (100) or almost impossible to win (1000).
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#453809 - 10/13/06 12:13 AM
Re: Do Most of Your SB Pro PE Scenarios Play Out Like an Armored Alamo?
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Posts: 1,060
Robert Murphy
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Originally posted by Ssnake: I've always promoted the use of the planning phase. We added it to the game from the start, and for a reason. It is remarkable how few people learn from their failure to achieve low casualty rates that proper planning prevents piss poor performance. Count me among them, but only as far as being ignorant of the subtlies of the planning phase; I do wish to learn more. One of you ladz needs to write the 'strat' article to be posted either here or on Tanksim.com--I'm too lazy to learn the hard way. Robert
"I would never allow any man to drag me so low as to hate him." --Benjamin Disraeli Send any and all hate-mail and death threats to: rmurphy4949@yahoo.com
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#453811 - 10/14/06 07:47 AM
Re: Do Most of Your SB Pro PE Scenarios Play Out Like an Armored Alamo?
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Ssnake
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In open terrain infantry cannot conduct assaults against a mechanized force with much hope for success unless they have a massive artillery support. Which would work in SB as well, if you're willing to throw wave after wave of your men into the fray.
Infantry assaulting infantry ... different matter entirely, especially in restrictive terrain, but then again that's not what Steel Beasts attempts to simulate. SB is a vehicle-centric simulation, and like all simulations there's a limit to what you can model in it with hope for realistic results. It does work for some encounters of vehicles and infantry, but not in all of them, last but not least because the current engine doesn't offer dismounts as much concealment as reality often would, and because the freedom degrees of action are severely restricted to get them act somewhat controllable. E.g. if we'd allow them to climb trees you'd for sure find absurd situation when suddenly entire battalions of infantry would occupy the canopy of a forest - sooner or later. Even sophisticated shooters like Half-life 2 don't have computer-controlled forces use successfully the same options that the player has, e.g. I've never even seen AI monsters attempting to stack crates in order to climb to a higher place, let alone grab a gravity gun and then use it in a similarly creative way as players do.
Having said all this, the coming upgrade will let them occupy buildings, boosting their defensive strength in urban terrain massively. Again, it's defense where they get better, but that's really where infantry is strongest in the combined arms complement.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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