![]() After first wave of vehicles you get to breath a little as a bit of inf comes next. ![]() ![]() Once barrels unlock start spamming those that will help with income. You might have to mix in a few Warpips so the line can be held up in front of your first line of TOW's for a bit. First I spam Mercs and save for TOW turrets, I had my upgrades all unlocked so in a pinch I could use some of my Pip supply for emergency money as well as some medals. ![]() The way I beat it on Hardcore with the enemy mobilization bar maxed was with this load out: both barrels, controllable missile(Forgot the name), Tow turret, Tank, Dogs, warpip, and Mercs. Local MP would probably work though, I'll agree on Peer-to-peer networking tends to be more difficult than having an independent authorative system in the long run.If you are stuck here is a large paragraph walking you through it cause I'm to lazy to format. Moot point anyway, we don't know the internals (and probably won't) and while it's fun musing about it, depending on the structure and difficulty of replication, yes, you might look at a few months of development time that could be spent on something else. The in-combat behavior is probably deterministic, yes, but the movement and choice where to move and what path to take seems to at least be fuzzy behavior. I don't think it's a "done in a week" thing, but a couple of months at most isn't unrealistic, and possibly an over estimate. ![]() As long as the AI is deterministic (which it appears to be), you're basically just replacing the bot side with the same controls as the player side and communicating the troops you're dropping each wave to the opponent. Originally posted by Feynt:As a developer and game designer, and looking at the gameplay, I can definitively say that adding PvP would not be difficult. ![]()
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