Author Topic: Subcommanders?  (Read 1654 times)

Tiel

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Subcommanders?
« on: 3 November 2013, 04:19:25 »
So I got to thinking (which usually only ends in much disappointment) about what makes a good strategy game. Detail? Yes. Fidelity is a must. Unit variety. It can't just be copy pasta with one unique unit per side. But, scale. One would think that the bigger the better, yes? Lest things become a Starcraft spam fest. Yet that isn't the case - games like Supreme Commander show that once you get to that number of troops onscreen things get unmanageable without Korean level micro. You end up just mindlessly flinging your guys at the enemies in hordes at a time, crossing your fingers that they'll come on top. Even in 'realistic' titles like Wargame there aren't really any tactics involved, so this flaw becomes exceedingly apparent in an AOE type game like Glest.

Alright, so how could that be rectified? Well, why not focus on the macro level of things, as per real militaries? For example, an officer would not charge headfirst onto the battlefield and delegate orders to the lowliest of privates. He would instead hang back, observing the overall tactical situation and dictate commands to his subordinate officers. They will then comply and relay their instructions to their own underlings as necessary. So let's say a player in Glest/Megaglest/GAE/what-have-you is that officer, and while he always has the ability to instruct units directly, it'd be easier to appoint a subcommander to a control group (CTRL+#) and issue orders to a group - for example, 'hold position', 'assault', etc, and have an AI do it's damnedest to figure out what you want and carry it out. The glorious comrade leader can now relax and focus on building up his base, only pausing to reinforce his control groups as necessary instead of frantically clicking about.

My question is whether this is even possible - to pretty much give the player a subordinate AI responsible for a selection of units, yet also strictly adhere to any 'stances' given to it. Would you need one for each control group, at that?


ElimiNator

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Re: Subcommanders?
« Reply #1 on: 4 November 2013, 05:37:37 »
You want an AI that controls your units to do what you want? I is possible to make but I doubt it would be added. That would remove most of the fun from the game.
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MoLAoS

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Re: Subcommanders?
« Reply #2 on: 4 November 2013, 06:24:21 »
Mandate has this. Well its only about half implemented. I am focusing on the individual agent AI for my current project mostly.

Its unlikely that either GAE or MG would add this. They are more focused on being traditional RTS games.

Tiel

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Re: Subcommanders?
« Reply #3 on: 4 November 2013, 13:31:02 »
It's not really a feature request so much as a question of whether it can be done.

How does Mandate stack up to GAE and MG? What's is its goal as far as development?

MoLAoS

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Re: Subcommanders?
« Reply #4 on: 4 November 2013, 14:32:56 »
It's not really a feature request so much as a question of whether it can be done.

How does Mandate stack up to GAE and MG? What's is its goal as far as development?

This is certainly possible, depending on how efficiently and cleverly its implemented and whether your computer is strong enough to handle it once it works.

MegaGlest is, as far as I am aware, focused primarily on a stable cross platform multiplayer experience.

GAE is designed to function as a sort of engine for a broad range of standard RTS games. It may be getting decent multiplayer soon.

Mandate is designed to support exploratory strategy games rather than RTS games. It can or will support various kinds of ai, automated unit control and so forth. As well as a very broad range of other nonstandard features. It should allow for RTS games of many base templates, such as Battlecry like games, Majesty likes, starcraft like games and more. It eventually will also support MOBAs, city builders, and such. It may also support a rough form of RPG.

It also should allow for various features from a broad range of strategy genres such as King of Dragon Pass style events/stories and other strange things. Faction anchored AI is also possible where one faction can play like Majesty, one like an RTS, one like an RPG, and one like other things. Such as being able to do as you asked, allow for a sort of commander type scenario where you create general units who can control a wide variety of things cleverly.

On the downside is that I have no plans for a stable multiplayer, indeed given the features I plan for and the kind of games I like its quite impossible to maintain stable multiplayer. It also lacks precise focus I suppose as well as me being, as far as I know, the least traditionally educated or experienced developer. I am also somewhat unstable development wise. I fail to work consistently and I flit around from feature to feature leaving several unfinished or unpolished.