Thanks GE and welcome.
The difficulty settings are indeed extremely basic and only apply to visibility rules. on Easy mode you have the exact locations and speeds of the enemy, on difficult it is based on the visibility rules. That's it.
The easy mode we are working on now doesn't fully deal with AI tactics,etc. But it does give you the ability to stay alive longer, have more ammo to fight back and they have to be closer to you to open fire - you get a bit of range on them. Your batteries and air take longer to deplete, there are more friendlies to help you and you can order any of them around - this can be a big help.
Appreciate the vote of confidence and support. It's good to have some allies out there.
General Topics
Post a replyAn Easier Level
15 posts
@EastAppreciate the vote of confidence and support. It's good to have some allies out there.
You certainly have lots of allies chum.
The response and support you all give is not bettered by any mob I've come across, and our gratitude to you is well deserved buxton:
.Warspite
Hear Hear! enigma!:
Yes, East, in a time when thinking men's games are somewhat going down the drain, you have a lot of allies out there.
It's hard to say how we can help you though. Hm, maybe some people like me would love to be beta testers for your future games
!
So you're basically saying that your new system controls variables on the player side like ammunition and battery power.
That's one of the two ways to make good difficulty system. I think the other would be to control the AI's side as well, and also to add a lot of randomness to everything. Randomness, if it is well done, can make a good AI's intelligence into an amazing one.
And don't forget the fact that submarines should be able to stay undetected if they act very defensively. This is what bothers me most about the current version.
Good luck with your current work, and I am looking forward to the next update.
P.S. If my language is somewhat peculiar, be gracious with me, English is not my native language.
It's hard to say how we can help you though. Hm, maybe some people like me would love to be beta testers for your future games
So you're basically saying that your new system controls variables on the player side like ammunition and battery power.
That's one of the two ways to make good difficulty system. I think the other would be to control the AI's side as well, and also to add a lot of randomness to everything. Randomness, if it is well done, can make a good AI's intelligence into an amazing one.
And don't forget the fact that submarines should be able to stay undetected if they act very defensively. This is what bothers me most about the current version.
Good luck with your current work, and I am looking forward to the next update.
P.S. If my language is somewhat peculiar, be gracious with me, English is not my native language.
Your english is better than my . We actually have a high degree of randomness built into the AI. In a future update we will scale their capabilities as part of the difficulty settings.
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