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The pros and cons of "Group Move"

Posted: Fri Oct 04, 2002 7:53 am
by Max-Violence
First off: Group Move is an option for patrol routes in which the actors in the player index move as a group - sometimes.

Things I've noticed about GM:
  • "99% of the time, one or more actors will "run ahead" of the group. Upon arrival to the waypoint, the actor/s will "putz around" until the rest of the group has "caught up." Note that if more than one actor runs ahead, the actors won't run ahead in a group - the first one will start running ahead, then the second will start running a few seconds later, and so on.

    If the actor that another actor is "following" dies/gets deactivated/etc, the actor that was following usually goes back to the last WP that the actor was "on." Unknown if the actor goes to the WP nearest the dead/deac'd actor, but I don't think so.

    It seems that if you have a WP with more than one WP in the "next" box, the "group" will split up - some of them go to WP #X while some others go to WP #Y while still others go to WP #Z. One would think that it's a simple division about who goes where, but I'm not totally sure.
No, this list isn't all-inclusive, but I forgot most of the stuff I was gonna post :(

Oh well, time to finish up Revenge1... :twisted:

Re: The pros and cons of "Group Move"

Posted: Fri Oct 04, 2002 8:09 pm
by OnTheBounce
Max-Violence wrote:It seems that if you have a WP with more than one WP in the "next" box, the "group" will split up - some of them go to WP #X while some others go to WP #Y while still others go to WP #Z. One would think that it's a simple division about who goes where, but I'm not totally sure.
That's handy to know, Max. I like making patrols a little unpredictable at times. I didn't do it much in The Refinery, excepting at one point where the patrol at the strong-point at the western edge of the map will sometimes go around the low stone wall to the south of the building. (I did that just to put a little more risk in trying to sneak up on the building.) This would explain why sometimes one would go 'round the wall and the other wouldn't. I thought that there simply wasn't enough of a berth around the wall to ensure that they would end up on the other side of the wall. (It's okay in that case, though, since one person on the other side of the wall still makes it far more likely that a sneaker will be detected.)

This, however, can easily be used to put some real teeth into "unpredictability" since it can throw a wrench in that flawless plan the player had to reduce a patrol in one shot w/a well-placed mine...

Definitely has possibilities...

OTB

Re: The pros and cons of "Group Move"

Posted: Fri Oct 04, 2002 11:50 pm
by Flamescreen
On Da Bounce wrote:
This, however, can easily be used to put some real teeth into "unpredictability" since it can throw a wrench in that flawless plan the player had to reduce a patrol in one shot w/a well-placed mine...

Definitely has possibilities...

OTB
Deffinitely. The best thing is it can be used along with alarms, to generate the feel of enemies and their leader rushing to a position.

Re: The pros and cons of "Group Move"

Posted: Sat Oct 05, 2002 3:32 am
by OnTheBounce
Flamescreen wrote:Deffinitely. The best thing is it can be used along with alarms, to generate the feel of enemies and their leader rushing to a position.
Hmmm...you've got a point there. Not quite as convincing as the "split-every-individual-into-seperate-PIs-and-seperate-waypoints" solution, but a hell of a lot less work, too.

OTB