Taka-Haradin puolipeikko
Filthy Kalinite
- Joined
- Apr 24, 2015
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- 20,910
Steel Panthers was released year later than X-com.It is not that different from OG X-COM, as you keep AP for this specifically.
Way before that, Steel Panthers also had units fire their unspent shots on anything entering line of sight.
Sweet explosion ragdoll effect. I was missing that from JA3.
Btw. Is the demo new on the steam page?
Picking things up is a free action so throw inactive grenades to your friends to blow up the enemy, and flashbang them to avoid them running away. There's a recoil mechanic making the pepperbox smgs more inaccurate than the hit chance implies so be careful with them and maybe loot the enemy guns. I have noticed the enemy likes to suicide rush to throw grenades despite everyone running away from the explosion which means you can kind of bait them out if you aren't too close. Other than that just try to stick to cover rather than exposing yourself to attack when there's a lot of enemies, since getting suppressed and shot up is Bad.It's a new demo, yup.
It's also incredibly hard lol. Anyone got tactics to share? I just can't seem to win.
Terrible game btw. I played exactly 2 scenarios where enemy tanks drove into my waiting tanks and died. DOS level AI. Its either suicidally aggressive or suicidally passive.Steel Panthers
In Turn based games. Its not about making sense for whatever. Its about game mechanics when one side is frozen in time. Cant alphastrike and its not braindead non-decision.Retaliation is something that only makes sense
Now stop being so edgy. The game has indeed an old DOS scripted AI, which means that the AI in each scenario depends on the level designer, and the game is unable to play random maps. It is still one of the best turn based simulations of WW2 armored combat. It is true that left to itself, the AI will do stupid things, like send its tanks piecemail in an obvious trap, but the combat system is one of the best ever designed for the scale, and MP used to work quite well for its time.Terrible game btw. I played exactly 2 scenarios where enemy tanks drove into my waiting tanks and died. DOS level AI. Its either suicidally aggressive or suicidally passive.Steel Panthers
It is still about trying to somewhat simulate what the game is representing. Retaliation is tenfold more stupid than overwatch. Attacking someone shouldn't make him twice or 10 times faster. Alphastriking is an issue because of HP bloat, and the lack of wound penalties. Adding Panzer General retaliation is the wrong fix.In Turn based games. Its not about making sense for whatever. Its about game mechanics when one side is frozen in time. Cant alphastrike and its not braindead non-decision.Retaliation is something that only makes sense
Especially when played against human.Now stop being so edgy. The game has indeed an old DOS scripted AI, which means that the AI in each scenario depends on the level designer, and the game is unable to play random maps. It is still one of the best turn based simulations of WW2 armored combat.
That's only partially true, vehicles can take morale and system damage (immobilized, weapon breaks etc).In Steel Panthers and Combat Mission actually, you don't alpha strike because you either penetrate the armor or not. There is no whittling down HPs.
Sniper on overwatch can legitimately kill an enemy out of nowhere, it's definitely worth doing. Regarding suppression: it takes away 1AP, and pinned(full purple meter) is supposed to take away the turn entirely, however it only works on your troops, not on enemies, which makes me think it's a bug. Not sure how I feel about the AP stealing though: it feels broken in such a manner that a newbie will have big trouble adjusting to this whereas a savvy player will abuse this to no end. Also, no matter how much suppression you cause on 1 guy(e.g. suppressing 2 enemies in 1 burst, or 2 enemies in 2 separate actions) you only get to steal 1 AP max, which feels really counterintuitive is retarded.suppression and overwatch being useless
Hey guys, end of November is here. Thank you for your patience as I continue working on the strategy layer. I'm taking my time until I'm really happy with the design, so the playtest will start a bit later than I wanted. I'm sorry about that. I know you are all eager to get going...
Meanwhile, here's an updated look at the strategy layer grid. The big change you'll notice is the world map is now divided into bigger areas called Sectors, and each Sector consists of smaller areas called Zones. In the screenshot you can see that one Sector is divided into nine Zones. To give you a sense of scale, one Zone = one battlefield you played in the prior demo. Overall, the world map has the same level of granularity as before, but creating these bigger Sectors was necessary to deepen the connection between strat and tactical layers. Let me explain.
Most things you do on the world map -- uncover terrain, construct stuff, and position your squads -- all function at the Zone level. However, certain effects and game systems function at the Sector level. The most important of these is territory control. When a squad occupies any Zone in a Sector, it effectively controls the whole Sector. And when an opposing squad enters that Sector (let's call it the Battle Sector), it triggers the pre-battle Deployment phase.
At the start of Deployment, squads already inside the Battle Sector and squads in all neighboring Sectors get "recruited" into that battle from their respective directions. The player and enemy then take turns moving their recruited squads across Zones in the Battle Sector. The more Zones you occupy, the more Strategy Points you earn (more on that soon). And when finally a squad moves into a Zone already occupied by their enemy, the actual tactical battle begins there. At this point, the position of all other squads in neighboring Zones is what determines which direction reinforcements will enter battle from and in how many turns, which direction each side can and cannot escape to, etc. I will explain this in more detail after finishing the Deployment UI.
The key thing is, because it's all connected, you need to be thinking about positioning long before triggering Deployment. You'll want to place squads close to a Battle Sector to ensure they're recruited for battle. The direction you do this from is important. Then when Deployment begins, you can try to keep your forces together (multiple friendly squads can occupy the same Zone) to bullrush the enemy from one direction. Or try to capture a lot of Zones and earn many Strategy Points. Or focus on chokepoints created by mountains or canyons to box in the enemy and cut off escape routes, which will improve flanking effectiveness during combat. Hopefully this system creates a lot of interesting strategic decisions for you to make before the first shot is fired.
I will share more details soon about exactly how Deployment works -- the escape and surrender mechanics, what are Strategy Points and what do you spend them on, and other stuff like air support. But for now I hope this gives you an idea of how I'm trying to connect the strategy and tactical layers. If I can design this part well, the risks you take on the world map will ripple through each decision you make on the battlefield.
Hey gang, here's an update on the strategy layer design. Squad movement, triggering battles, and transitions between strat and tactical layers are finally feeling good to me.
The big design change is that your squads now move simultaneously at the end of your turn. In the screenshot you can see the player has ordered two squads to move on an enemy position. After pressing End Turn, they will perform their moves at the same time. So instead of inching forward with each squad, you make fewer beefier decisions.
My goal is to streamline decision making so you get to the battles faster. But I also want your strategy decisions to carry weight and ripple through to the tactical combat. And more than anything, I just want it to be fun. I want you to *feel *like a commander. Glancing at the terrain, hopefully your brain already starts making plans. "Ok, I think II've got the enemy isolated. They have no reinforcements. This should allow me to advance from multiple vectors. So I'll attack from the west and south. Hopefully controlling both flanks will give my troops a leg up during tactical combat..."
Now that it's finally in a good place, I feel comfortable sharing more details. Next up I'll explain how exactly battles are triggered and how deployment works. Thanks again for your patience!
Hey guys here's a first look at Outposts, Buildings, Projects and how non-combat stuff works in the strategy layer.
On Mars, Outposts are like your little cities. When you capture an Outpost, you can construct Buildings there. Each Building enables you to perform specific Projects. For example, a Detention Facility enables prisoner interrogations. A Union Office enables recruiting, propaganda, etc.
You can only construct Buildings next to an Outpost center -- so max 8 Buildings per Outpost. Where you place Buildings is important because adjacency bonuses greatly boost Project rewards. For example, if you build a bunch of Workshops next to each other at an Outpost, it'll be a great place to produce stuff. But if the enemy captures that Outpost, your manufacturing base will be crippled. (Enemy AI will also try to specialize, wink wink.)
Lastly, each Building must be staffed -- the more Workers the faster a Building completes its Projects. But you can also assign your faction Members to a Building, where they'll speed up work and earn relevant experience (working at a Union Office earns political experience, etc). And if the location comes under attack, Members working there will rush to join the battle with whatever equipment is on-hand.
It's still WIP, but hopefully this gives you a better idea of the non-combat side. I'm aiming for 10-20 Buildings and 30-40 Projects for each faction covering engineering, research, politics, Earth diplomacy, covert ops, etc. Let me know if you have questions in the thread below.
We are getting close! Thank you for your patience and support!!
Hey guys, here's a quick look at Deployment mechanics. In the strategy layer when two opposing squads enter the same zone, a battle is triggered and this screen appears. There are 2 key things here:
1. The game looks at all squads in the sector and calculates how long it will take them to reach the battle zone and from which direction. So your positioning in the strategy layer directly impacts how soon and where reinforcements will arrive from in battle!
2. Every combat engagement is seeded with 3 random Battle Variables. During Deployment, the player and AI "invest" Intel for control of each Variable. (If both sides invest an equal number in a Variable, it is discarded.) So the idea is that Intel is useful for many things in the strategy layer, but if you want you can spend it to gain (or deny) a tactical advantage.
The overall design goal with Deployment is to further deepen connections between the strategy and tactical layers. At the end of the day, good tactics will win battles. But I want these mechanics to inject some flavor into each engagement and add more meaning into everything you do across both layers.
Hey guys here's a first look at Events. They are semi-random but connect in dynamic ways to form stories. Let me explain:
Every Event has a bunch of trigger percentages -- if worker dissent has risen above a threshold, if you hold any POWs, if any unit has a certain Trait, if you have constructed a certain building, etc. And many events also check the outcome of *prior* Events. So your choices stack up over time and hopefully create stories in organic ways.
In this screenshot you basically have 3 options: prioritize the workers, the war effort, or the research. And your decision will affect the chance of seeing other future Events. For example, if you prioritize research here, there's a greater chance you'll trigger another hacking-related Event down the line. But it's not a guarantee like in an RPG. It's just a higher chance for a trigger. So the system only makes loose connections.
Overall, my goal is to have many Events because they are quite common so I want good variety. Events are the main manifestation of worker support or dissent. So if you are keeping your people happy, you are more likely to get a positive event. If you are pissing them off, they might hit you with a strike or worse.