IMPROVING THE HC SYSTEM?
(13 votes, average 3.15 out of 5)
Written by DOC   
Friday, 15 January 2010 15:26

The role and functions of the HC in the game have undergone many changes and refinements over the years. Most of these changes are "outside the game" in terms of the structure and management. Coding them to be "inside the game completely" is very difficult and, in some respects, an impossible set of features to implement. However, many game engine (client) and host side changes have been added- although these have been incremental.


One of our aims in 2010 is to find a way to make these roles more "in game" and more accessible to the entire player base and less of a separate "club". In some respects though, the separation of HC roles from "everyone else" cannot be avoided. If the rawest recruit could be a High Commander, the game would likely be horribly broken.

Making the HC functions completely automatic and run by scripting is probably close to an impossible dream. There will always be a human element required. The trick is to minimize the negatives related to dependence on player actions in these HC roles. Casting a wide net over players who can have useful input without excluding those who might assist when needed (but not always available) is a tricky balance indeed. Designing a system that eliminates or severely restricts a human action from undermining its own functions is a very challenging goal. It also can't be a system that we devote a year's worth of resources to if it means we don't get to develop anything else for that year.

At this stage of things, this area of the game (HCs and how and what they control) is one of our highest goals for the coming year. Without improvement in this part of the game, we will struggle to achieve the types of gameplay and success we want.

For those who are skeptical that significant change will come to the HC features in '10, don't overlook the many changes made since HCs were first implemented and understand that our own team wants improvement in this area of the game at least as much as any player does- probably even more.

The big issue is that it can't happen overnight and anything longer than that, is too long Laughing. Well too long or not, we still want to work an awful lot on this area of the game. There's nothing else for it but to wait and see what we can do with it. We are definitely not ignoring it.

 

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Comments (6)
1 Friday, 15 January 2010 20:07
Dasspeil
The HC system needs the human element. Mistakes are made, its all part of warfare in general. Make use of the other game ranks, and make them responsible for platoons, companies, battalions and brigades. let HC do the top end strategy.
2 Saturday, 16 January 2010 19:39
kc23
At least give HC the ability to put up persistant messages to the playerbase. So much of the problems are associated with communication from HC to the playerbase. Leaving it to a chat window that scrolls away in seconds is crazy.
3 Monday, 18 January 2010 15:13
G850772
I've got to agree with KC23 the lack of a way for HC to post persistent messages/plans within the game world doesnot help. Perhaps some sort of extra tab that allows HC to outline plans?
4 Monday, 18 January 2010 15:33
loz999
I think that the HC works quite well anyone can join and as dasspeil said mistakes happen in war this is what makes the game good we want as much of the human element there as possible
5 Tuesday, 19 January 2010 05:36
fiambre
Probably the most difficult is to take care of everything. In map, selecting with mouse, flag fallback could be seen as big yellow arrow, actual move with green flag with timer, pool numbers in a floating window, fb status, etc...
6 Wednesday, 20 January 2010 11:39
Bulldog
I agree with KC - a HC Notification system, would be a HUGE asset. Also, improvements to the HCCP are despartely needed, as it is klunky, and TBH - rarely used.