Sistema de Movimiento en el CMX2

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Sistema de Movimiento en el CMX2

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Battlefront ha posteado con respecto al sistema de movimiento en CMX2:
NOTE! graphics and naming conventions related to Commands are preliminary. Therefore, this thread should be seen as a discussion of the general UI and behavior of the Commands interface, not an in depth "it will absolutely be in the game this way" type discussion about individual elements.

The concept of issuing instructions to your units is now called "Commands". This is such an important designation we are even capitalizing it In CMx1 Commands ("Orders" in old terms) were simply listed out for the player with some things being context sensitive to game conditions and/or the unit. In CMx2 the Commands are much more streamlined and organized. Instead of having a single popup list of Commands they are now displayed at the bottom of the screen all the time:

Imagen

Commands are divided up into 4 logical groupings:

Movement Commands - basic Commands to get a unit from A to B.
Combat Commands - basic Commands to instruct a unit how to use its weapon/s and/or weapon/s systems.
Special Commands - Commands for speciality functions specific to that type of unit and/or circumstance.
Administrative Commands - allows the unit to perform certain organizational functions.

Only one group of Commands is shown at any one time, with the little buttons along the bottom toggling which one is shown. The shot above shows, obviously, the Movement Commands being selected.

The new omnipresent Commands interface makes them readily accessible to mouse clicks as well as much more than that. Note that there are 9 possible button positions.... now notice the keypad on your keyboard. What do you think the number keys correspond to? You got it.. the buttons You want that next Waypoint to be a Cohesion Command? Just hit #7 and bingo... you're all set. Want the next one to be Caution? Hit #4 and the next Waypoint, and every successive one unless you make a change, will be a Caution Command. Want a side order of fries with that? Well, we can't do that, but we can allow a Combat Command! Before you click down the next Waypoint simply hit (key TBD) or the little "C" button and the Commands currently at your disposal turn to Combat Commands. Hit the corresponding number key of the Combat Command you want, and bingo... all set. Now when you put down the Waypoint you'll get the new Combat Command as well.

As for Waypoint behavior, it is pretty much the same as CMx1. You have points that are connected by colored lines which represent the Movement Command the unit will follow between the two points. Weapons Commands are similar to CMx1, but now they are assigned to whatever Waypoint they were assigned. It also stays in force until something bumps it. An Arc Fire Command, for example, is followed from Waypoint to Waypoint until another Combat Command is issued, such as a Timed Fire Command. Some Commands, like Timed Fire, require a secondary input from the player, in this case a unit of time for how long the unit should hammer the designated target. Commands like Timed Fire are "One Offs" in that they only apply to that Waypoint and not automatically replicated for following Waypoints. Such Commands are pretty obvious, but there is UI feedback to make sure the player knows the difference between a "Persistent" Command and a "One Off".

OK, so we have all the Commands broken up into nice, neat groups. Big deal, right? Right, it is a big deal

In CMx1 you could generally only issue non-movement instructions at the beginning or end of a line of Waypoints. In CMx2 that has completely changed. Now you can issue up to three Commands per Waypoint; one Movement, one Weapon, and one of either Special or Adminstrative types. Some Commands are "Persistent" in that you select it once and it applies to all further Waypoints, some are "One Offs" in that they apply only to that Waypoint, and others are used for "Start/End" only.

The ramifications of this new system are profound. To illustrate this, I'll describe (in generalized terms) something that was impossible to do in CMx1. In CMx2 if you wish to move a tank moving down a street and moving its turret around to cover potential threats, your Commands might look like this:

Waypoint 1 - Move, orientate turret right
Waypoint 2 - Move, orientate turret left
Waypoint 3 - Move, orientate turret right
Waypoint 4 - Stop, orientate turret center, button up

So for Waypoints 1-3 the player issues two Commands, and for Waypoint 4 issued three. Note that the player doesn't HAVE to issue three Commands per waypoint, just that it is possible to do this if so desired. Much of the time one Command per waypoint will be the norm because the usual Combat Commands are Persistent and Special/Admin Commands are not generally used. Was the lack of this sort of control missed by players? For sure it was to some extent. However, with the way CMx2 works now we expect that people would find the old system a serious liability.

Now, this does not mean the TacAI isn't going to do anything for you as it did in CMx1. Quite the contrary... the TacAI should be quite active in managing the little details. The difference is that the TacAI no longer has to read the player's mind for those situations which fall outside of the norm. For example, you don't have to tell a vehicle to rotate its turret towards a threat in order to engage it, then specify what type of ammo and how many shots to fire at it. 9 times out of 10 the TacAI's default behavior will handle all this stuff exceptionally well, especially because it now has a memory for targets. But when you want to conserve ammo and only whack a bunker ONCE or you have a hunch that a threat is coming from a particular direction, you can now give more guidance to the unit than you could in CMx1.

Any user of CMx1 knows that Battlefront fully understands that the User Interface makes or breaks a game. Especially a tactical wargame. Adding the ability to issue these extra Commands, not surprisingly, requires new interface since CMx1's was not designed to handle the Command concept. Having said that, CMx1's UI was extremely easy to use, intuitive, and quite flexible. Good lesson in game design -> don't chuck out stuff that works!

I guess that's about it. The bottom line is that CMx2's system is very friendly to CMx1 and new players alike, but a lot more powerful than CMx1's system. Early tests with this new system indicate it is possible that the new interface is even easier and faster to use than the old sytem. Flexible and powerful, yet easy to use... that's what we like to deliver in our games!

Steve
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trata de traducirlo por dios, trata de traducirlo :D
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