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HQ radio activity - 10/14/2013 5:18:51 AM   
CptHowdy

 

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read the manual and just noticed this feature. very cool that it is modeled. since I have no background in the military what would be a reasonable rate of chatter? I know it depends on scenario size, how many units, whether the action is hot and heavy or it's the calm before the storm. is there any way to cut down on chatter besides not giving a lot of orders? if you have a high number per hour will your reaction times decrease since there are so many messages to filter or it just gets lost? thanks.
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RE: HQ radio activity - 10/14/2013 12:12:34 PM   
Mad Russian


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NATO units were legendary for the amount of radio traffic they produced. The Soviet forces were very much less 'tied to a radio'.

This is simply a difference in doctrines. NATO forces are trained to be able to change their orders as the situation changes around them. Soviet forces are trained to follow a set battle drill.

The only way to reduce radio chatter is to reduce the use of radios to issue orders.

Good Hunting.

MR

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Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to CptHowdy)
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RE: HQ radio activity - 10/14/2013 1:00:53 PM   
fvianello


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(This is probably written in the manual but I don't have it right now...
Does it mean that the more orders you give, the longer you'll have to wait before the next order phase because the overall HQ radio traffic increased?

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RE: HQ radio activity - 10/14/2013 1:16:01 PM   
nukkxx5058


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quote:

ORIGINAL: Mad Russian

The only way to reduce radio chatter is to reduce the use of radios to issue orders.



And how can we do that concretely in the game ?

(in reply to Mad Russian)
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RE: HQ radio activity - 10/14/2013 1:19:42 PM   
CapnDarwin


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Basically making fewer orders or adjustments to way points. Also a good idea to move HQs occasionally to avoid getting hit by arty fire.

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RE: HQ radio activity - 10/14/2013 1:33:52 PM   
nukkxx5058


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Wow ! I would not have suspected this might play a role !
Good to know :-)
I was constantly adjusting waypoints and reissue orders ...

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RE: HQ radio activity - 10/14/2013 1:36:57 PM   
Mad Russian


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When you start to feel like the scenarios are too easy...

Select to play with limited orders. That's an entirely different universe.

Good Hunting.

MR

_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to nukkxx5058)
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RE: HQ radio activity - 10/14/2013 1:43:47 PM   
cbelva


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I disagree with what Capn Darwin said about moving your HQ occasionally, you need to move it often!!! Unless your playing against me and then just let it sit in it original location

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RE: HQ radio activity - 10/14/2013 7:33:23 PM   
Monkie

 

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limited orders really makes you think ahead and it's a completely differen't type of simulation at that point.

Is the AI limited in the same way the player is?

(in reply to cbelva)
Post #: 9
RE: HQ radio activity - 10/15/2013 1:39:23 AM   
Mad Russian


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No, the AI has full order sets at all times.

Good Hunting.

MR

_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to Monkie)
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RE: HQ radio activity - 10/15/2013 5:57:54 AM   
navwarcol

 

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You want to be thinking ahead, chess style.. so that by the time your opponent, whether AI or human, is reacting to what he sees, you already are moving past that. If you succeed in doing this (and it takes a great deal of practice) then you won't be needing to spend a lot of time changing your plans on the radio, because your enemy will be so far behind in the Boyd cycle that it will be him, on his radios, trying to adjust and catch up... then you hammer his HQ and radios, and picking up the field units will be a cakewalk.
Of course that makes it sound easier than it is, it takes an awful lot of practice to be thinking even 5-10 minutes ahead.
Great game here guys!

(in reply to Mad Russian)
Post #: 11
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