As for dealing with information, I think that should be limited to sides. For instance, WEST knows that their supplies are low but don't know the size of the russian divisions. Of course they might be given intel about the approx. size but you can never fully depend on intel
Well, yes and no...even giving to much away about what you sides knows would give away tension and athmosphere. Again, the Tank Commander doesn't know what a general does know. Of course knowing too much about the russians is unrealistic...
but I wish we could find a way to lengthen the battle without having to add too many units or give one side too many tanks. Im sure we can figure it out.
I have a rough scetch of that somewhere above:
We can create units, and probably simulate a fight (the player can't see) in a more abstract way, only to make the results visual when the player is theoretically able to see them.
Let's say we have a visibility range of 800 meter,
so we have a bubble with a diameter of about 1800 meter around the player in which everything really takes place. The rest well doesn't really exists, only when the player walks there, then it will be placed.
It's possible I experimented with a scripting system to do just that (for a different more global purpose).
Theoretically you could have the whole frontline that way (provided the "Island" is large enough). On the other hand this will mean you can't build a mission anymore the way you normally build missions but it's mostly involves scripting...
oh and you are limited to 63 groups per side at any given time.
In two weeks I have a little time, maybe if you guys have worked out what you need I could work on the scripting system again (now that we have functions it's going to be a bit easier).
Another way to do it, is to use a Tank as a placeholder for a bigger group of tanks (so instead of having 12vs12 tanks, you have 1vs1 tank). Based on how the tanks get dammaged etc. you could use this as an simulation on how the battle went for the 12 tank group, and destroy them accordingly when the player could see them...
I might also add all this won't work in Multiplayer
a remark to our Addon guy:
I know someone made 1 AI tank Addon with the official tank, any chance we could get that? (why because the weak point of the scripting systems are the waypoints, I can create them...so having a group with 12 tanks is easier to handle than 3 with 4 tanks)
-Fishion