Forged Alliance Forever Forged Alliance Forever Forums 2013-04-07T07:21:51+02:00 /feed.php?f=2&t=3543 2013-04-07T07:21:51+02:00 2013-04-07T07:21:51+02:00 /viewtopic.php?t=3543&p=37226#p37226 <![CDATA[Re: Importance of troop positioning in FA]]>
in the above scenario the squishier bots deal their damage while fire is focused on the sturdier tanks resulting in a superior outcome than simply walking all your units into the enemy. this doesn't really happen in FA though for a variety of reasons even though from a design perspective it seems intended.

Statistics: Posted by Veta — 07 Apr 2013, 07:21


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2013-04-06T23:55:29+02:00 2013-04-06T23:55:29+02:00 /viewtopic.php?t=3543&p=37199#p37199 <![CDATA[Re: Importance of troop positioning in FA]]>
in sc2 the positioning is far less important as is the micro of those units... thats not positioning strategy.


in a game where there are units with different speeds, air units, and different range attacks positioning is super important.

Statistics: Posted by random — 06 Apr 2013, 23:55


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2013-04-06T13:11:18+02:00 2013-04-06T13:11:18+02:00 /viewtopic.php?t=3543&p=37151#p37151 <![CDATA[Re: Importance of troop positioning in FA]]> http://zero-k.info/Wiki/UnitAI

how this fits in with units roles: http://zero-k.info/Wiki/UnitClasses

Zero-K is really well developed conceptually but poorly developed graphically.

Statistics: Posted by Veta — 06 Apr 2013, 13:11


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2013-04-06T10:43:29+02:00 2013-04-06T10:43:29+02:00 /viewtopic.php?t=3543&p=37143#p37143 <![CDATA[Re: Importance of troop positioning in FA]]>
Veta wrote:
I'm curious how difficult it would be to implement Zero-K style unit AI.
this is the code here: http://zero-k.googlecode.com/svn/trunk/ ... cal_ai.lua

In short, how does unit AI work in Zero-K?

Statistics: Posted by Wakke — 06 Apr 2013, 10:43


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2013-04-06T10:08:34+02:00 2013-04-06T10:08:34+02:00 /viewtopic.php?t=3543&p=37142#p37142 <![CDATA[Re: Importance of troop positioning in FA]]> this is the code here: http://zero-k.googlecode.com/svn/trunk/ ... cal_ai.lua

Statistics: Posted by Veta — 06 Apr 2013, 10:08


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2013-04-06T09:28:54+02:00 2013-04-06T09:28:54+02:00 /viewtopic.php?t=3543&p=37134#p37134 <![CDATA[Re: Importance of troop positioning in FA]]>
BRNKoINSANITY wrote:
Maybe I am misunderstanding what the argument is, but it would seem that with the ability to fire on the move unit control is even more vital.


Note, I would never propose to remove firing on the move, as I think it's an awesome thing to have. I was just pondering about the effects of making firing on the move less effective than stationary fire.

Statistics: Posted by Wakke — 06 Apr 2013, 09:28


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2013-04-06T00:33:16+02:00 2013-04-06T00:33:16+02:00 /viewtopic.php?t=3543&p=37122#p37122 <![CDATA[Re: Importance of troop positioning in FA]]>
Maybe I am misunderstanding what the argument is, but it would seem that with the ability to fire on the move unit control is even more vital.

Statistics: Posted by BRNKoINSANITY — 06 Apr 2013, 00:33


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2013-04-05T18:58:47+02:00 2013-04-05T18:58:47+02:00 /viewtopic.php?t=3543&p=37081#p37081 <![CDATA[Re: Importance of troop positioning in FA]]>
Eukanuba wrote:
My concern with encouraging fronts to develop is that when this does happen in FA it gets pretty boring. For instance two commanders sitting in shielded firebases slowly building up more defences until one builds enough artillery to force the other one out. A simplification but you get my meaning.


ya that's exactly what they're trying to avoid, frontage meaning like wide hostile fronts alla WW1 France and WW2 Russia.

Statistics: Posted by Veta — 05 Apr 2013, 18:58


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2013-04-05T18:11:12+02:00 2013-04-05T18:11:12+02:00 /viewtopic.php?t=3543&p=37079#p37079 <![CDATA[Re: Importance of troop positioning in FA]]>
EDIT: what do communication lines have to do with it?

Statistics: Posted by Eukanuba — 05 Apr 2013, 18:11


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2013-04-05T18:05:05+02:00 2013-04-05T18:05:05+02:00 /viewtopic.php?t=3543&p=37077#p37077 <![CDATA[Re: Importance of troop positioning in FA]]>
Eukanuba wrote:
however I do think that the way the FA simulation works is very good for allowing things like pincer movements and surrounding the enemy


which is entirely irrelevant since there are no lines of communication to disrupt in supcom.

Eukanuba wrote:
- if you succeed in positioning your units in either of these ways then you will do significantly more damage than just facing off or mixing swarms.


surrounding does not give any advantage IMHO.
crossing the T does work in supcom though.

Statistics: Posted by rootbeer23 — 05 Apr 2013, 18:05


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2013-04-05T17:54:13+02:00 2013-04-05T17:54:13+02:00 /viewtopic.php?t=3543&p=37075#p37075 <![CDATA[Re: Importance of troop positioning in FA]]>
I won't pretend to know anything about real military tactics, however I do think that the way the FA simulation works is very good for allowing things like pincer movements and surrounding the enemy - if you succeed in positioning your units in either of these ways then you will do significantly more damage than just facing off or mixing swarms.

My concern with encouraging fronts to develop is that when this does happen in FA it gets pretty boring. For instance two commanders sitting in shielded firebases slowly building up more defences until one builds enough artillery to force the other one out. A simplification but you get my meaning.

Statistics: Posted by Eukanuba — 05 Apr 2013, 17:54


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2013-04-05T17:31:28+02:00 2013-04-05T17:31:28+02:00 /viewtopic.php?t=3543&p=37069#p37069 <![CDATA[Re: Importance of troop positioning in FA]]> Statistics: Posted by Veta — 05 Apr 2013, 17:31


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2013-04-05T16:46:28+02:00 2013-04-05T16:46:28+02:00 /viewtopic.php?t=3543&p=37063#p37063 <![CDATA[Re: Importance of troop positioning in FA]]>
I very much doubt that the PA devs will change it for two reasons: 1) it's an in-all-but-name sequel to TA, and 2) the pitch video shows units moving and shooting.

Statistics: Posted by Eukanuba — 05 Apr 2013, 16:46


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2013-04-05T16:17:29+02:00 2013-04-05T16:17:29+02:00 /viewtopic.php?t=3543&p=37054#p37054 <![CDATA[Re: Importance of troop positioning in FA]]>
The point is moot because SCFA is a little too far in its development cycle to change any of that now. But I wholly agree with OP that this limits the effectiveness of real military tactics like feigns, flanks, pitches, etc.

Statistics: Posted by Veta — 05 Apr 2013, 16:17


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2013-04-05T15:57:31+02:00 2013-04-05T15:57:31+02:00 /viewtopic.php?t=3543&p=37049#p37049 <![CDATA[Re: Importance of troop positioning in FA]]>
Veta wrote:
that sounds pretty dismissive eukanuba, I don't want to jump to any character judgments but you probably won't persuade anyone with that approach

I'm not trying to persuade anyone, my point is that CoH and SCFA are entirely different games that appeal to entirely different people. Company of Heroes does a great job of being Company of Heroes, but it's entirely different to SCFA and of no interest to me.

How would you make SCFA 'like' CoH without changing it entirely?

My understanding of CoH is that it's all about moving small squads slowly and carefully from bunker to bunker. SCFA is about moving huge amounts of units and minimal micromanagement; they're entirely incompatible game-types.

Statistics: Posted by Eukanuba — 05 Apr 2013, 15:57


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