Fire Control priority (Full Version)

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KonzyJ -> Fire Control priority (11/24/2015 1:06:44 AM)

One thing I have noticed is that especially with armor units they often choose soft targets (i.e. APCs, Inf, etc.) over enemy armor even when the enemy armor is closer than the other targets and hence a greater threat.
I would like to see the ability with armor units to prioritize armor exclusively as a target.

Also I would like to set a range limit for any unit such that any targets beyond the limit would not be engaged ( ala Steel Panthers). This would allow a player to set up ambush units in cover by setting the range low like 500-1000 meters.





budd -> RE: Fire Control priority (11/24/2015 1:19:22 AM)

Good idea the priority fire. Not sure about the range limit, i see units getting pounded and not returning fire, hard to stay hidden in this game.




CapnDarwin -> RE: Fire Control priority (11/24/2015 10:31:41 AM)

We are looking at how to handle orders and SOPs right now for the new game engine. Getting to a useful blend of parameters that both the AI and player can intelligently utilize within a simple UI is the trick.




IronMikeGolf -> RE: Fire Control priority (12/2/2015 3:08:04 PM)

This fire control measures and engagement priorities have been the subject of many lengthy discussions since at least June. Putting these in requires a top to bottom redesign of combat resolution. That is why such things are going into the next engine. Code-wise, there's a lot of discovery to be done to determine the "art of the possible" for a timely release.

Having said that, here are the concepts we are looking at:
1. Sector of fire: two adjacent hexsides
2. Engagement Area: the player defines a polygon on the map. Established during setup before starting the scenario.
3. Commence fire line or commence fire range
4. Engagement priority (pick one): Default, indirect assets, engineer assets, C3 assets, air defense assets, recce assets. We would likely define a range at which a unit ignores this and shoot closest targets for self-preservation. In-hex for sure. Maybe out to 2 hexes.
5. Attack by fire position

The Default priority would be something like greatest threat (enemy unit has anti-armor capability), near to far. Of course, units would fall back on the Default if there are no targets matching the unit's priority setting and self-preservation overrides all.

Again, this is a set of concepts being considered, not a feature list.





Zakalwe101 -> RE: Fire Control priority (12/7/2015 9:51:27 PM)

Couple of idea's

1. An interesting addition would be to permit "time on target" firing by multiple batteries,(all shells landing at the same time and location, for a short duration but brutal artillery barrage) during ww2 it was the co-ordinated fire of multiple batteries that smashed german attacks in Normandy . Modern fire control centres should be able to make this speedy action.
I think though that battery readiness would be the significant limiting factor, the speed of response would be set to the lowest common denominator. How game mechanics would model this....hummmm is that tricky ?

2. I'd like to see some functionality to set a movement commence time.I'd like to be able to order units at various locations to commence a movement at a specific time, for a coordinated counter attack, at present units move off in dribs and drabs, if the movement commence time was dictated by the unit with the lowest readiness; that could modelled by that subunit giving feedback "I can move off at 0530hrs," then the ability to tell other units with higher readiness to move of at that time ............possible ? I don't wish to micro manage but I'd like to be able to "light a fire" under subordinates and get them to co operate. The speedy co ordination of multiple units in a fluid situation to launch a counterattack is what differentiated The WW2 German Panzer arm over that of the ALLIES until at least mid 1944.

Z

[X(]If i had read the manual properly like what I should have done i'd have seen paragraph 9.5 !




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