General > Discussion
New autobattle
Nokim:
All this automissions are hell too much random. I should be very unlucky to lose all 8 soldiers to 5 aliens on Fighter in one manual fight. But auto mission gives me easily both result: losing all and killing all. Result should be more stable and predictable (given you know both teams and map).
Right now i'm using autobattle only to avoid things like this:
--- Quote ---2012/06/01 23:35:28 ERROR: Could not find tile: '+craft_crash_fighter' in assembly 'alienlandingnature' (maps/frozen.ump)
--- End quote ---
geever:
phew...
-geever
Salvo:
I say we (you, coders) assign each map autobattle difficulty ratings as well, reflecting how hard it is to root out aliens in a given map. In some maps, the defending party simply just has an advantage. The player should be informed of this difficulty then before making the decision whether to resort to autobattle or not. The whole point of autobattle is that the player doesn't have to play the same maps a thousand times over. Perhaps the inherent map defense bonus should go down the more times the player has cleared the map? Or perhaps the autobattle option for a given map should be unlocked only after the player has cleared that map a certain number of times?
TrashMan:
That kinds fits with what I siad, doesn't it?
Given alien weapons are mostly plasma, close combat is what they would favor.
morse:
--- Quote from: H-Hour on June 01, 2012, 11:03:57 pm ---Your general approach of using past success and failure to model automission outcomes has some potential for addressing this problem, but it really risks introducting autoresolve as a macro-strategic gameplay mechanism: the player will learn it is in his interest to play easy missions and autoresolve difficult missions.
--- End quote ---
Well, first of all - define "difficult mission". If we could express a "difficultiness" of the mission in a floating point value then it'll be really simple to make autobattle results really unsatisfactory for such missions. Or just disable this button completely, like: button is enabled only if expected autobattle result is very good. Also the results of "difficult" missions can go into the statistics with higher weight. This way it will be to player's advantage to play difficult missions manually (faster statistics improvement) and to not autoplay it (bad results which will ruin the statistics in no time, as auto results also go there, and this time even with higher weight).
So let's summarize: you likes the idea of using player's statistics to calculate the mission's outcome, but have concerns about player using it too much, so if I will come with some simple way of preventing player autoplaying too much missions - that'll do. Did I miss anything?
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