CCIP-subsim -> RE: Air Base Fuel Logistics in Command (5/5/2017 7:52:58 PM)
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Thanks for the article Mike, much appreciated, especially with the Lua examples! [:)] I'm still obsessed with this idea of long-term scenarios in Command, so I've been exploring various ideas about modeling things like logistics - and I've been leaning towards the same conclusion, that a lot of these things are more elegantly modeled via events and special actions rather than juggling around supply units (unless they're actually central to the mission itself). That said.... here's another idea expanding on the logistics (rather than simplifying)! If a base is getting its resupply from somewhere offsite, create a target (or set of targets) simulating its supply route (a bridge, highway, tunnel, or pipeline). Create a script that checks its status - say, daily rather than constantly. If the supply route remains undamaged, every day the base will retain normal fuel status (i.e. aircraft are not put into maintenance status), and receive x number of weapons for its magazines if the check is successful. If the supply route is damaged/destroyed, the bases loses its supply (perhaps partially) and some of the aircraft are forced to stand down due to lack of fuel. Or, for a more detailed version: create a supply route as above, but in addition to it, create a supply source/depot from which the base is supposed to receive its supply. Then, place a number of ammo/fuel trucks along this route, and create a support mission which cycles them between the depot and the base, through a route/choke point. Then, add the same kind of regular supply check, except now it checks not just the status of the route (bridge, tunnel, etc.), but also the trucks driving "through" it, as well as the depot they're delivering supplies from. The supplies received by the base on every supply check (e.g. every day) is based on the number of trucks operating on the route, modified by the damage status of the route, source depot, and the base itself. Why all that? Well, now you have a logistics chain with multiple links, and you (or the enemy) can choose which of them to attack - which might be useful if one of those links turns out to be vulnerable. The base is likely to be the heaviest-defended, but if it depends on an outside source for supplies, you can cripple its operations without touching it - and in more than one way. For example, you can choose to hunt the supply trucks - destroy them all and the base has nothing to carry supplies to it. Or, you can attack the source depot - destroy the depot, or even just the fuel tanks attached to it, and there's nothing to deliver. Or, if you destroy the key bridge on the route, the trucks' mission becomes inactive and, again, no supplies get through. This is too much detail for an average mission, but it's totally feasible with current Lua function, and if you wanted to have a mission where this kind of mechanics really mattered, it would be a very neat "choose your own strategy" decision for the player [8D]
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