dandin384
Posts: 176
Joined: 11/5/2013 From: United States Status: offline
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I'm not sure about being able to fire into no-navigation zones, it's been awhile since I've used those in scenario editing. I can speak regarding the difference between the two. The no navigation zone is pretty self explanatory. You don't want any of your units to enter area x for a specific reason. In the majority of cases these are created by the scenario editor. There may be a few instances where players need to create one themselves but I've rarely used them while playing through a scenario. On the other hand, an exclusion zone is something I like to use in larger scenarios to help manage contacts. An example explains this better. Say you have a carrier sailing around, and you want any undersea contact that gets within 20 nautical miles to be considered hostile and engaged by escorts or ASW patrols. This is achieved by creating a reference point box around the carrier and fixing those points to the unit, so they move with the ship. (You can layer these, shape them based on the area of operations, etc) but a big box works just fine here. Create an exclusion zone under the mission menu that effects only subs and set mark violators as hostile. Now any sub that strays into this box will be engaged within the WRA's and WCS you've set up. In large scenarios this takes away some micromanagement of protecting assets. This same setup can be applied to airbases, buildings, piers, pretty much anything. You can even use the event editor and a unit enters area trigger to send you a special message when a breach occurs. When used correctly, exclusion zones can help quite a bit, at least in my experience. Hope that helped!
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