I need a mentor/sanity check (scenario design questions)! (Full Version)

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sjgold -> I need a mentor/sanity check (scenario design questions)! (3/22/2014 2:15:05 AM)

Hi folks..
I am working on a project that may turn out to be near and dear to our hearts.
There are some things that I need to figure out how to simulate in the command system that are not exactly intuitive or maybe even have to be abstracted.

I could really use someone or someones to help with some of my questions. Which are either how to type things or working out an abstraction.

I ask that folks keep an eye out for my threads to help out and it would be GREATLY appreciated.
I'll release it into the wild for play testing once I have a solid playable.

---- On to the questions -----

1) I need to simulate an invasion, the original thought was to de-spawn the strategic airbase located at the invasion site but that is not possible.

The current thought is to use the teleport to location to pull the airbase and aircraft/sam/radar out to an area outside the engagement area, and then bring in the invading forces single airbase unit and its support units.

Part of the problem here is that even if one unit gets through the event would trigger and I can not see any way around that part. Since this is an airdrop one aircraft getting through may be more easily accomplished. I assume the way around this is a small trigger area and a small time on target would be the way to go here?

a) Is this the optimal abstraction needed to accomplish this.
b) Would scrubbing all missions on the removed base effectively cause the AI not to bother with the removed assets since there is nothing around it.
c) I assume I would need a ferry mission that also triggered to transfer land based aircraft to the airbase in question after the event fires? Would the AI move assets to the area on its own?
d) is there a better way here, or am I on the right track?

2) The meat of the scenario is the resulting fight for the invading side to supply the base's or for the opposing force to take back the base. My thoughts here are that if I cut the scenario, I can score based on the units entering area and balance the score by number of units for the forces trying to take back the area..

So lets say the initial invasion gets 10 points per successful air unit on station (from the air drop).
The resupply would gain another 10 points per Troop/Supply transport that gets in the area.
And then say use 7 points for the other side for each troop transport they get in the area.

The problem here is obviously the airbase in question would be bombed and the forces would be suppressed/destroyed.

a) How could I simulate this with a single airbase unit? would I need to trigger in land units to teleport in and then score based on remaining units?
b) is there a better way here or am i on the right track.

Thank you in advance on this!!! Hopefully it also will help other scenario designers.




Gunner98 -> RE: I need a mentor/sanity check (scenario design questions)! (3/22/2014 9:38:43 AM)

Sjgold

I think your on the right track but I have not tried this sort of set up. I've opted for the multiple scenario option. You will not that in NF1 - H Hr the Soviets capture a bunch of small airports, most are civilian (a logical side) where the only fight is with the garrison unit, and the airport remains intact. In the case of Banak, it is an airbase and the whole airbase gets smoked prior to the airmobile coming in, through the magic of liberal interpretation and damn good engineers[;)] Banak will be mostly fixed and used by the Soviets in NF5- Trondheim Express.

The same happens in a scenario I hope to release today, NF4- A Cold and Lonely place. The base (not much of one really) will get smoked, but will be ready to use in the next scenario.

Command is really a tactical simulator/game, so I don't believe its designed for the actions you have in mind. Your set up will probably work, but you'll need to do a bit of trial and error and may it need to be abstracted.

In NF-3 Dagger to the Heart, I needed to build in an abstraction by getting the player to move RPs around to adapt to the happenings in the scenario - if explained I don't see the abstractions as too much of a detractor. Don't know, some might.

Sounds interesting.

B




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