Blind Officers

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KG_Soldier
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Blind Officers

Post by KG_Soldier »

It would be really nice of you guys if you could find a way to let us make all officers unable to spot enemy units.

We have a rule in GCM games that you must keep all officers within 200 yards of friendly units. And that works okay. But it would be cool if we were forced to use skirmishers to scout and not simply plant officers on the flanks to guard against traps and flank movements.

If you ever make another patch for SOW: GB, please take this request into consideration. The GCM community would appreciate it.

Regards
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Little Powell
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Re: Blind Officers

Post by Little Powell »

Ok, request submitted. :)
Saddletank
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Re: Blind Officers

Post by Saddletank »

Seconded. Some kind of AI controlled semi-autonomous screening/skirmishing/picquet line formation and function whether a foot or mounted unit with the ability to specify how far ahead of the main body it goes would be really useful as well as realistic.

This unit wouldn't have amny great combat power and would fall back when pressed but it should send reports of what it sees.
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RebBugler
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Re: Blind Officers

Post by RebBugler »

How about making officers vulnerable to sniper or musket fire in general?
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Garnier
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Re: Blind Officers

Post by Garnier »

Seems to me that adding a unit class attribute that makes them unable to spot other units, if that's possible, would be simpler than anything else so more likely to actually happen.

Ideally, sure, generals near enemy units should be vulnerable to dying somehow, but that would probably be a lot more complicated to code.
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con20or
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Re: Blind Officers

Post by con20or »

Ideally, sure, generals near enemy units should be vulnerable to dying somehow, but that would probably be a lot more complicated to code.
Bitter experience has taught me they already are :( , but I suppose what is required for MP play is an increase in the radius, and some sort of 'nearest distance to friendly unit' calculation when if exceeded this penalty applies. It's a nice idea.
Last edited by con20or on Thu Oct 03, 2013 12:40 pm, edited 1 time in total.
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Little Powell
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Re: Blind Officers

Post by Little Powell »

Speaking realistically, if something like this makes it into the next patch, it will be the simplest solution such as a INI edit or something like that. I doubt Norb will be able to spend a lot of time on it and risk breaking something else, so any complex change such as sniper fire, calculation change etc. will need to wait until the next game.

Again just speaking realistically here. I know Norb well, and I know how involved we are in the next project, so any change here will be very minor/simple/low risk.
Chromey
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Re: Blind Officers

Post by Chromey »

If the dev team can add this, the sooner the better!
Anthropoid
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Re: Blind Officers

Post by Anthropoid »

Ideally, sure, generals near enemy units should be vulnerable to dying somehow, but that would probably be a lot more complicated to code.
Bitter experience has taught me they already are :( , but I suppose what is required for MP play is an increase in the radius, and some sort of 'nearest distance to friendly unit' calculation when if exceeded this penalty applies. It's a nice idea.
Whaa? Officers cannot die? I thought they already could die?

In the little bit I've played I've definitely noticed some "Deceased" officers so I am almost positive they can die. Why would their vulnerability need to be increased?
garyknowz
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Re: Blind Officers

Post by garyknowz »


Whaa? Officers cannot die? I thought they already could die?

In the little bit I've played I've definitely noticed some "Deceased" officers so I am almost positive they can die. Why would their vulnerability need to be increased?
That's bothered me too. Command control lost due to commander casualties was a critical factor in many battles.

The "deceased" officers occurs when an errant officer walks through enemy lines. IMHO, there should be random events modifyer based on a commanders proximity to combat.
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