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Old 03-09-2019, 05:21 PM   #16
Herman
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Quote:
Originally Posted by p7p8 View Post
For me better solution than "slowest requested speed" will be automatically time managements. For example at beginning of battle both sides havent enemy contact and game would run x2 or x4. It allows to move own forces to key strategic points or for better tactical planning. After detection or some speciffic events (opening fire etc.) game will change time compression to x1.
It will eliminate situation described by @Herman
I respectfully disagree with this assessment. IMHO, it is never better to force anything automatically or make any management mandatory. Whenever there is any doubt, it is always better to grant the players the maximum discretion possible, because they can always choose to ignore something. If it is programmed into the code, then nothing can be done to avoid it.

Learn from the mistakes of other games such as Flashpoint Campaigns. They removed most discretion from the players and force AI-controlled actions that would be ridiculous to any human in command. However, there is no way to avoid them. The garbage decisions mandated by the AI/game engine replace reasonable and logical human commands and there is absolutely no way around them.

Forcing battles to only drop to 1:1 time compression upon contact gives away too much information. An unsuspecting player walking into an ambush is immediately warned of impending action simply by watching the clock drop down to 1:1 time.

I have personally used the 'drop to 1:1' time as a feint for my opponent to make him believe combat was imminent, even when I was still distant.

Another possible option lost is for one player to plan intricate manoeuvres such as flank attacks or coordinated approaches (pincer movements).

There are just too many limitations to this mandatory action. Please leave it up to the players. If there is a particular player who insists upon slow play, he is going to find no one willing to engage him. The problem eventually solves itself.
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Old 03-09-2019, 06:20 PM   #17
p7p8
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For me time acceleration is not good choice but if you have to, better is to do it by automatic mechanism. When players can decide when time is set to x1 or x4 or more most players will set x1 in all game.
So your ability for playing with accelerated time will be pure illusion.

In other hand if players at beginning will decide to play faster, and sudenly you will notice time is slowing down to x1 you have the same information like you described above:
Quote:
Forcing battles to only drop to 1:1 time compression upon contact gives away too much information. An unsuspecting player walking into an ambush is immediately warned of impending action simply by watching the clock drop down to 1:1 time.
For me acceleration should be used for tactical planning like: spliting forces, taking better positions etc. Not for making advantage over opponent: "i will delay returning to x1 time for surprising enemy.
In that case good automatic game system will be more effective and more "fair play" to each players
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Old 03-09-2019, 08:17 PM   #18
Herman
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In other hand if players at beginning will decide to play faster, and sudenly you will notice time is slowing down to x1 you have the same information like you described above:
Not true. I occasionally drop to 1:1 time just to give the impression that I am doing something important. It keeps my opponent guessing so that he can never know whether or not the 1:1 time means that I am detecting him, attacking him, or just checking on the status of a unit. Used judiciously, it keeps all sides honest.

The important thing is that the option is always available to players and is not arbitrarily imposed.
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Old 03-10-2019, 03:39 AM   #19
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Originally Posted by AzureSkies View Post
Namely, a programmer looking for contracts with artists. I have to give a shoutout of thanks to them for their work proving that a small indie team can make a quality product.

So you are basically doing this alone?
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Old 03-12-2019, 08:02 AM   #20
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Saw this. Had to respond. Wishing the developer success. Count me in as somebody wanting to purchase this game.
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Old 03-15-2019, 02:21 PM   #21
Medley1991
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Amazing news !

Good luck guys...

Any informations for : Release date, "kickstarter" plan, pre-release, and support of release ? ( Steam ? )

Thanks !
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Old 03-19-2019, 12:20 AM   #22
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Quote:
Originally Posted by Herman View Post
Not true. I occasionally drop to 1:1 time just to give the impression that I am doing something important. It keeps my opponent guessing so that he can never know whether or not the 1:1 time means that I am detecting him, attacking him, or just checking on the status of a unit. Used judiciously, it keeps all sides honest.

The important thing is that the option is always available to players and is not arbitrarily imposed.
I know a physicist who refers to equipment that isn't behaving as you'd expect it to (ie, you can't get it to work right) as equipment with "features".

Too much automation can cause problems. I definitely lean towards power to the player, but ultimately the implementation of this is still a ways out.

Quote:
Originally Posted by Ramba View Post
So you are basically doing this alone?
It's a very small team, but it's still growing and it's definitely not a solo job.

Quote:
Originally Posted by Sea Demon View Post
Saw this. Had to respond. Wishing the developer success. Count me in as somebody wanting to purchase this game.
Thanks!

Quote:
Originally Posted by Medley1991 View Post
Amazing news !

Good luck guys...

Any informations for : Release date, "kickstarter" plan, pre-release, and support of release ? ( Steam ? )

Thanks !
I'd like to have a bare-bones "alpha" sometime this summer. No kickstarter plan at the moment.

Steam will probably be the publisher, yes. If It's received well, I look forward to leading the implementation of a lot of fine details and additions to it over time.
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Old 03-20-2019, 10:59 PM   #23
Herman
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Quote:
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Too much automation can cause problems. I definitely lean towards power to the player, but ultimately the implementation of this is still a ways out.
I agree that this is the prudent path. When in doubt, leave it up to the players. Even though ANW had problems with the time compression during MP sessions, players were able to work around them with relatively minor ad hoc solutions.

Making more processes mandatory or automatic generates more programming error possibilities. For example, with the time issue, does the time drop to 1:1 upon detection, when a unit fires, when a unit enters theoretical firing range, etc. These are all likely considerations the game engine must calculate to know when it changes time compression. And what happens when something goes wrongly? They are all just additional areas errors can arise. Looking for new ways to add unnecessary complications is just looking for trouble.

Learn from the mistakes of others. Steam and Iron is a solitaire game and has a mandatory change in time compression when enemy units are in visual contact with one another; the game will not move faster than 1:5 time compression. Unfortunately, I often found my finger mashed down on the Increase Time hotkey because I wanted the game to just run through the battle. I wasn't issuing any orders and was usually trying to disengage.

Learn from their mistakes. You will find plenty enough opportunity to create new ones.
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Old 03-25-2019, 10:00 AM   #24
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The interface reminds me more of the Strike Fleet actually, rather than Fleet Command. The only thing missing is the viewpoint from the command bridge.

Always wanted a successor to that game so I'm pretty thrilled by this.
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Old 03-27-2019, 04:53 AM   #25
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Fantastic!! Really looking forward for this one!


How moddable will it be?
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Old 04-02-2019, 10:19 PM   #26
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Something similar to CMANO and Jane's Fleet Command will be well received! With 3D view like the last one!
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Old 04-10-2019, 12:58 PM   #27
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Been wanting another "Fleet Command" game for a long time now.
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Old 04-23-2019, 04:41 AM   #28
Ragnarokkr
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Okay, gotta come in hot and tell you guys this one thing:


The best of luck to you, will definitely be ready with my wallet
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Old 04-24-2019, 09:34 PM   #29
strykerpsg
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Kudos AzureSkies!

This would be great in a market devoid of modern naval 1st person and/or 3D sims not seen since the 90s, with Destroyer Command, Jane's Fleet Command and other WWII naval sims. Some great suggestions already noted within the thread too.

Subscribed to this thread for updates.
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Old 05-14-2019, 02:50 AM   #30
AzureSkies
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Just wanted to let y'all know there's an update on the Dev Diary. I want to start using it more.
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