New Movement Type (Full Version)

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Chisai -> New Movement Type (10/27/2021 9:47:37 PM)

What about adding these Recon movement and play mods? FYI; I wish for better recon play

ADD Movement type RECON: Unit "designated as Recon" moves and will:
a: Stop 1 hex from obstacle or minefield NOT run over them as game play does now.
b: Obstacle and minefield is cleared as currently done in game play as long as a friendly unit remains next to the hex
c: Movement type RECON is the same as Move: Deliberate but can only be used by Recon type units.
d: Observation bonus on bridges, terrain and enemy units; see below **

BRiDGES
Add Bridge Type: 1 through 5
for example...
1 = light footbridge ; infantry only... no vehicles can use
2 = vehicles designated bridge type 2 can use
3 = vehicles designated bridge type 3, 2 can use
4 = vehicles designated bridge type 4, 3, 2 can use
5 = All vehicles can use

Bridge types can only be determined either prior to game setup; "your spies checked out the bridges"... or when your friendly unit arrives 1 hex from the bridge location.

** Recon units can determine bridge type when bridge is under observation. (LOS)... it's part of their job

ADD New Unit Designations and HQ Range restrictions
A = Assault type
S = Support Type
HQ = Command and Control

I'm tired of being attacked by trucks towing mortars...

a: Only units with A Type designation can advance into "NIGHT MODE" greyed out areas; see Recon; TERRAIN
b: All other units must wait till the area is CLEARED before movement can initiate into the area
c: S type units should always be in some type of SCREEN mode so "trucks towing mortars don't assault my tank battalions".

TERRAIN
I suggest you start the map off in NIGHT MODE. As Recon units move, the terrain within Recon LOS should brighten, clearly designating the area cleared by the recon units. Yes, I play War In The East

See above "ADD New Unit Designations and HQ Range ..."

Type A Non Recon units can also clear the "NIGHT MODE" but with only halve the Recon unit clearing option.

Unit Type S cannot clear "NIGHT MODE" on the map.

When playing in Rain or Snow, the Recon units can designated clear roads or muddy terrain which can slow you advance. I have no idea how this should work but hoping...

OBSERVATION
Enemy Observation: When enemy units fires or is observed by friendly Recon units:
a: A marker remains on the map from where the fire originated but is "greyed out enemy tank" even if the Recon unit does not have LOS to the enemy unit.
b: When a unit is moving, a marker remains on the map from where the enemy was last observed but is "greyed out".
c: The "Greyed Out" markers do not have to be of a specific unit, use an "R" marker for recon as an example. Then on mouse over, display enemy types observed by the recon unit. (Similar to when we hold the mouse over a stack to show/rotate through the stack)

This provides a simple "The Recon unit has reported the enemy to higher headquarters" and the marker remains until friendly units eliminate the marker by direct observation or fire.

ENGINEERING
Not all units can clear a minefield in a timely manner.

At the start of gameplay, we should be able to designate specific units as Engineering Capable.
a: These units are able to quickly clear minefields and obstacles; NO MOVEMENT PENALTY
b: These units are high priority targets and should have a special marker designation to be targeted.
c: Units not designated as Engineering Capable will take 3x more effort; as currently in gameplay, in clearing minefields and obstacles and take losses doing so.
d: Units not designated as Engineering Capable will NOT be able to clear a minefield or obstacle when under direct or indirect fire.

I'm done with rant and suggestions. Thanks





CapnDarwin -> RE: New Movement Type (10/29/2021 1:17:35 PM)

Chisai,

Thanks for the detailed write-up of ideas. Let me see what I can say about what we can and can't do with the current game engine.
1. Bridges - We are stepping out of the gate with what we call short-span bridges, AVLBs that can cross minor water obstacles. After release, we will be looking at major crossing bridges like pontoon systems. As for road/rail bridges, we assume all bridges are capable of supporting vehicles. We may look at that closer post-release to see if we need to adjust and have more detailed limits on weights for bridges. It's a good idea.

2. Movement types are set, and we have a number of new features and tweaks that will allow you as a player to better control the "style" of movement and engagements for units. Some units will have their own special abilities that will enhance those types of movement modes you are looking for. Also, there has been a ton of work on unit AI movement, orders delays, and command cycles.

3. Map fog of war grey out type graphics is not something we are looking to do as we have several overlays and other means to "see" terrain, units, and markers. It's a whole new game in that aspect as to the depth of spotting and information.

4. Engineering has moved to have (or not) discreet units for those AVLBs and general engineers. That will fix the Red Storm issue of anyone who can bridge, blow, or remove obstacles. Plus a couple of other options we can't talk about right now.

5. While clearing "Night Mode" sounds cool, there is no real way for that to work in our game. Each unit and its subunits have various sensors and means of seeing terrain, obstacles, and enemy units based on the various sensors each subunit has the weather and the LOS to those targets. While we do cover night (with illumination based on the moon and weather), dawn, dusk, and day settings in a scenario, all of those factors have various levels of impact on the sensors in play. Recon units are better at spotting and identification given the same kit and conditions versus and normal unit.

6. Observation works similar to how you are talking, but on map markers for “lost” contacts are not currently implemented and we will look at that feature and need after release (we have ideas). There is a Lost Contact report that can be viewed during the orders phase, however.

I hope this answers most of your questions.[8D]




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