IFV/APC Hide/Defilade Command & others (Full Version)

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Nicholas Bell -> IFV/APC Hide/Defilade Command & others (12/15/2015 8:18:34 PM)

I'd like to see a command to stop IFV's and APC's from acting like tanks when the infantry is dismounted. Actually I'd prefer the ability to keep them a hex away from their passengers so that overwatch could be simulated, but that would add more complexity. So perhaps a "hide" command which prevents the carrier unit from firing and places them in defilade. This could be linked to the cover value of the hex and perhaps also to the unit facing. The idea being that it's difficult to find a position which will conceal a vehicle from all directions.

Dismounted infantry seems to be too easy to spot at long distances, too. Perhaps it is their carriers giving them away?

The gist of this is I'd really like see the ability to set engagement ranges so that units could conduct ambushes. Being able to hide is critical, thus the suggested change. (apart from IFV/APCs acting like tanks).

Also, fidelity would be improved by differentiating between cover and concealment in the map values. Forest should have high concealment values but should not have the same cover value of urban terran which also is good for concealment.




IronMikeGolf -> RE: IFV/APC Hide/Defilade Command & others (12/16/2015 12:40:56 AM)

We've had a number of discussions about this, especially IFV vs APC. I have experience with both. We are likely to go to a model of the carriers (M113, BTR, etc) that are in the role of infantry carrier being "stashed" out of sight when the infantry dismounts.

We are still wrestling with IFVs supporting independently maneuvering dismounted infantry elements.




CapnDarwin -> RE: IFV/APC Hide/Defilade Command & others (12/16/2015 2:12:46 AM)

As Jeff points out there are some changes coming to both how we code certain classes IFV versus APC and the addition of some SOPs (setting the player can adjust as to the stance of the unit) will go a long way to improving this situation.

Range and direction of engagement is in discussions and some mockups now on how we plan to improve this area. I'll say we won't have a fire at X meters function (mainly because it won't work) but we are looking at ways to set zones and target priorities and tie that back to the units type and function. This will allow for setting lanes of fire, ambushes, pursuits, and other tactical maneuvers with more fidelity.

The game already treats cover (effective protection) in the various terrains differently. The visual hindrance effects spotting and shooting.

All good ideas. Thanks for posting! [8D]




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