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Artillery shoot and scoot

 
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Artillery shoot and scoot - 8/28/2014 1:44:53 AM   
trebcourie

 

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I would love to be able to turn off this option for my artillery. Sometimes I may want to because

1) I've assessed that there is little or no enemy artillery; thus, I don't need to waste my artillery time moving. Just shoot.

2) If it's the decisive point in the battle I may decide that I'll risk additional artillery losses to get additional support. Sometimes I just need it now and don't care about what happens to it in the future.
Post #: 1
RE: Artillery shoot and scoot - 8/28/2014 8:39:43 PM   
CapnDarwin


Posts: 8467
Joined: 2/12/2005
From: Newark, OH
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I don't think we will allow for an on/off, but we can talk in-house about duration of attacks versus scooting. The reality is there is always a threat to arty. Even if there are no on map forces in range there are always off map assets that can engage your on or off map tubes. The bad thing is the code for this is not working well/at all and we are going to have to recode it for 2.1 and fix the issues (also the direct support problem). Your second point is valid in being able to set/influence risk. That should fall out from duration of mission. Basically the longer you fire the greater the chance of both detection and losses. we should be able to get you some of what you are looking for with the new system.

_____________________________

OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC

(in reply to trebcourie)
Post #: 2
RE: Artillery shoot and scoot - 9/3/2014 4:30:25 AM   
trebcourie

 

Posts: 301
Joined: 2/16/2007
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quote:

ORIGINAL: Capn Darwin

I don't think we will allow for an on/off, but we can talk in-house about duration of attacks versus scooting. The reality is there is always a threat to arty. Even if there are no on map forces in range there are always off map assets that can engage your on or off map tubes. The bad thing is the code for this is not working well/at all and we are going to have to recode it for 2.1 and fix the issues (also the direct support problem). Your second point is valid in being able to set/influence risk. That should fall out from duration of mission. Basically the longer you fire the greater the chance of both detection and losses. we should be able to get you some of what you are looking for with the new system.


Thanks for all the work you guys put into this!

(in reply to CapnDarwin)
Post #: 3
RE: Artillery shoot and scoot - 9/8/2014 4:26:35 AM   
trebcourie

 

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One other issue with shoot and scoot:

Even if I start my artillery units 2 hexes or so apart, they often end up stacked on top of each other and scooting to the same locations.

(in reply to trebcourie)
Post #: 4
RE: Artillery shoot and scoot - 9/8/2014 11:16:34 AM   
CapnDarwin


Posts: 8467
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From: Newark, OH
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A known issue and limitation to the scoot routine. The units know where they started. Know of an open hex, but currently have no way of knowing that someone else is planning a move there in the future (including other units). We plan to see what we can do to make this work a bit smarter in 2.1.

_____________________________

OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC

(in reply to trebcourie)
Post #: 5
RE: Artillery shoot and scoot - 9/8/2014 8:21:53 PM   
hazmaxed

 

Posts: 105
Joined: 11/21/2013
From: Baton Rouge, LA
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Real world, I would think that the artillery unit's higher HQ would have a plan for its sub-units' displacement locations.  Murphy is always looking to show his ugly head, of course.

_____________________________

There is no overkill. There is only "open fire" and "reloading."

(in reply to CapnDarwin)
Post #: 6
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