Hiding MP info

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Martin James
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Re: Hiding MP info

Post by Martin James »

I'm in favour of leaving all the game info as it is now, but providing a series of historic/accurate/FoW toggles to turn off any number of options regarding information on the enemy right down to no player names and no enemy regt names given when you click on their flags. If you melee an enemy I think you should be told what regiment it is because win or lose you'll most likely come away with a few prisoners.
Yes I think that's the way to go. Give folks a choice.
Most of the information about enemy formations was obtained prior to battles from deserters or prisoners or sympathetic locals so I don't have many issues with the army formations being visible in the formation selection screen (the host in any case will have very good knowledge if he's setting up a scenario or creating a sandbox scenario). Some of us have super analytical minds and excellent information retention and might remember those things in the heat of battle, some players won't and even that isn't unfair I don't think.
A fair point re the host. In MP games, the obvious solution is for him host to take a junior command position where his supperior knowledge won't come into play.

Martin
NY Cavalry
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Joined: Tue Feb 03, 2009 7:49 am

Re: Hiding MP info

Post by NY Cavalry »

Hooker set up the BMI during his turn at commander of the AOP. It was a very effective unit and constructed a quite accurate picture of the ANV in numbers of regiments and relative strengths. It couldn't predict what happened at Getty on day one as in how or where the divisions would show themselves.


Some info is good. Exact numbers not so much.
Saddletank
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Re: Hiding MP info

Post by Saddletank »

Knowing where the enemy is and hoping to learn what he plans to do next with how many men is the really useful stuff. None of that bears on the battlefield at all. You should really only be fighting battles you think you can win, anyway ;)
HITS & Couriers - a different and realistic way to play SoW MP.
Olszowy
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Re: Hiding MP info

Post by Olszowy »

Just looking at the OOB screen in the staging room doesn't give troop strengths or troop quality. Unless you already know the oob it still leaves several unknowns. going into battle, there would be a certain amount of info about the opponent. Of course, unless you were McClellan.
I am looking at this from the point of view of players who know the OOBs inside and out. Most of our guys can recite the OOBs(which is a very sad commentary :P ) I served in Armor and Cavalry units for 20 years and am well aware that before battle you know who the enemy commander is, formations names, equipment, capability, etc. However, as an OPTION for FOW to turn off who has what part of the OOB or identify them once on the field would allow those who are experts in the OOB a little more challenge. If I know ANV CSA I Corps is commanded by person X, who is known to be timid, my tactics will be different from the start. I know his OOB down to the battery. This could be versus someone who is aggressively stupid, verus aggressively dangerous, verus a great defender, versus just has fun but is terrible player. I do understand the other side that says typically commanders of corps were known even sometime at division level. We are just trying to keep battles fresh so it is not the same map, the same forces, the same guy playing the same corps over and over an over. Again, an option for MP players rather than a requirement. Now if we could get the AI to stop leading attacks with artillery to make it that much harder to differentiate between human and AI.
Olszowy
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Re: Hiding MP info

Post by Olszowy »

I know in sandbox there is a location randomizer that puts units into line. Hmmm, what if you could do the same in a premade scenario and/or update the sandbox. In the case of a premade have a FOW command in the startup screen that randomizes the start locations and places the units into tighter COLUMN formation and then updates the scenario CSV? Sandbox already does this to a great degree, but runs into issues with line formations being too large. Kinda limits corps numbers depending on map size. Host would have no idea where start locations for AI or human controlled units would be. The only thing you would know is how many human player and AI players. That would be fun trying to track down and figure out how to defeat that.
NY Cavalry
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Re: Hiding MP info

Post by NY Cavalry »

Olszowy,

I understand your point. I have say though that you need to get Garniers' OOB generator. Make some custom oobs or just adjust existing units. The OOB creater can produce a workable OOB in as little as 10 minutes. I have done this for MP games. I wait to see how many are playing and then fire an OOB up.

What you really need is the info that each regiment has gone. It would just appear as an enemy regiment and you wouldn't know any unit info.

I play all kinds of OOBs. Stock, my own historical, GCM, GCM historical (which is a great way to get historical oobs).
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