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EW vs Command features

 
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EW vs Command features - 1/15/2015 3:06:18 PM   
Tazak

 

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Joined: 9/3/2011
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When you have EW set to med or high I've noticed that there is a blanket order delay regardless of how far a unit is from its HQ.

On the British army radio system (Clansman) used in the timeframe there are a number of power settings that give increasing range and we were trained that first response in the case of EW jamming was to increase the power settings in the hope to 'burn through' the jamming, this was expected to be fairly useful at short ranges. I assume there are similar power settings on most nations radio systems that would allow short range 'burn through' of enemy jamming.

Additionally the command range modelled currently is a mix of runner and cabled communication features, again looking at the brits their lower level (coy - bn HQ) the standard cable used had a max range of 2km before various factors degraded the transmitting signal to where it was useless, from Bn HQ to Bde HQ there was a better cable system used allowing cable comms out to greater ranges. Normally cabling was not deployed unless we were in defensive positions due to time constraints in laying (and reeling in) the cable.

Suggestion:
Have command ranges vary depending on EW settings and type of HQ, maybe also a varied order delay again dependant on combination of EW setting and range

e.g.
Coy Hq
Min command range 2km (high EW)
medium command range 4km (med EW)
max command range 6km (low EW)

order delay



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< Message edited by Tazak -- 1/15/2015 4:10:25 PM >


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RE: EW vs Command features - 1/15/2015 3:52:00 PM   
CapnDarwin


Posts: 8467
Joined: 2/12/2005
From: Newark, OH
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Tazak sounds like good info to work with for 2.1. We do want to add more detail in the EW part of the game to go along with the enhancements to the command and control elements.

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On Target Simulations LLC

(in reply to Tazak)
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