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How does command delay work?

 
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How does command delay work? - 11/3/2019 3:55:41 PM   
blaa

 

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I am not sure what the x seconds + x seconds values actually mean.
What does the second value (20seconds + 20 seconds for example) mean exactly? How do they influence each other?

Edit: Ok I found the answer in an old thread which I overlooked at first

https://www.matrixgames.com/forums/tm.asp?m=4557004&mpage=1&key=command%2Cdelay�

"It means that the NATO base command delay is 20 seconds and increases by 20 seconds for the first few waypoints. The WP base delay is longer but doesn't increase between the waypoints. This way the NATO side is more flexible in making quick changes to the plan."



< Message edited by blaa -- 11/3/2019 4:34:49 PM >
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RE: How does command delay work? (solved) - 11/3/2019 4:36:11 PM   
blaa

 

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Ok now what I do not get is when the default is 20 secs + 20 secs and I select a platoon at the game start, why does the first order take 30 secs? What other factors are influencing this?

Aaand another question, hope maybe a dev sees this: Is it possible to modify the command delay for individual commands like rotate? If not, any chance you can make it moddable?

< Message edited by blaa -- 11/3/2019 5:03:35 PM >

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RE: How does command delay work? (solved) - 11/3/2019 6:33:30 PM   
Jace11

 

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HQ contact? Doesn't that influence command delay? I think it's a % value.

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RE: How does command delay work? (solved) - 11/3/2019 11:09:24 PM   
zacklaws

 

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quote:

ORIGINAL: Jace11

HQ contact? Doesn't that influence command delay? I think it's a % value.



But why should HQ contact influence command delay? As I posted in the other thread, radio waves travel at the speed of light so it does not matter if a unit is only 100 meters or a 100 KM from its HQ, there would be virtually no time difference in which the command is received by radio. For example, it only took 2.5 seconds for a signal to be passed to astronauts on the moon from Earth and it was acted on straight away. So basically if a cease fire command was given by one HQ to all its subordinate units, it would come into effect immediatley all at the same time regardless of how far away the units are from the HQ.

A command delay is applicaple to a few things though, but not all, for examples

A delay should be imposed on a change of direction as a map may have to be consulted, or a satnav reprogrammed etc but if its only a change in direction towards a visible object or a swing left or right then there should be only a delay of just a few seconds.

Also on a fire control order to artillery and mortars, then a time delay is applicable as a correction or new tgt information has to be calculated, applied to the weapon systems and weapons laid on before they can fire, but regardless of distance from the HQ, their should be no increase in delay as the message would be received at the same time for all firing units.


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RE: How does command delay work? (solved) - 11/4/2019 12:27:25 AM   
nikolas93TS


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Command delay is not only the time to transmit the message, it is also the time needed to gather received informations, elaborate the command and then send it down the chain the command etc.

It can also be the presence of NCOs and how prone they are to initiative, doctrinal issues. Many factors to take into consideration.

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RE: How does command delay work? (solved) - 11/4/2019 1:09:10 AM   
22sec

 

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I would advocate possibly for a system that allowed single commands, such as reverse, rotate, move fast, hold fire, etc., to be issued that did not carry a delay. Example: a section of BRDM’s sitting on a hilltop starts taking fire, it would be nice to issue a reverse command that is implemented immediately. Of course, I think the problem is if implemented how would the AI use such a mechanic. It’s easy to sit and ask for things to be changed or added, but with AB one must also consider the AI and how that change or addition works within the AI’s programmed framework.

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RE: How does command delay work? (solved) - 11/4/2019 4:13:22 AM   
exsonic01

 

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Regarding the reason and necessity behind command delay, I guess, some replies from
https://steamcommunity.com/app/1089840/discussions/0/1644304412653468942/
this post answers nicely.

Based on those replies, I think time delay should be there even with "short" commands, as a representation of possible jamming effect or multiple confirmation & repeat to commanders and etc.

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RE: How does command delay work? (solved) - 11/4/2019 2:05:25 PM   
nikolas93TS


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I have an idea, albeit Veitikka should chime-in on feasibility of technical implementation.

What if we could remove delay on reverse order, but only on the first waypoint (to prevent cheating) and only inside a limited range from the unit (let say 60m or 90m, which would be 2-3 tiles). In that way we could simulate "self-preservation" instinct of the unit under fire, assuming no implicit interaction from any hierarchy.

Something similar could be proposed for rotate oder, for example no delay in case if you are rotating in ark towards suspected muzzle flash/sound.

There is an issue of automatisation like for infantry retreat under fire, and AI using the same feature in cohesive manner.

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RE: How does command delay work? (solved) - 11/4/2019 4:00:42 PM   
blaa

 

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After you issue your reversal, what then? The next reversal, is it free again? Or only after a time limit? Or only when the unit comes under fire again?

I stand by my suggestion that there should be a radius around every move command in which you can reposition for free (or small delay), if you want to send the unit outside of that radius you have to issue a move order with big delay again. The radius could be small, like the tile you issue the command to and the surrounding tiles.

That would simulate the "big orders" coming per radio and the small stuff being handled by the men themselves. Not sure if that would change the game too much for the taste of others of course, or if it is unrealistic amount of work to implement it.

< Message edited by blaa -- 11/4/2019 4:53:32 PM >

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RE: How does command delay work? (solved) - 11/4/2019 5:08:59 PM   
CCIP-subsim


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Ah, but if you think radio communication is universal and instantaneous (especially in a period going back 30-55 years ago) - allow me to introduce you to what a radio net looks like for a relatively small and well-equipped formation, a US armored cavalry troop...

And it's all downhill (as in, more convoluted and less well-supplied with radio sets) from there

Modeling orders delays is tricky and I agree AB's approach can be improved (or perhaps simply presented better) - but having something to represent these delays and disruptions is absolutely better than nothing; it's a factor that games often ignore, but it's a big one.




Attachment (1)

< Message edited by CCIP-subsim -- 11/4/2019 5:11:51 PM >

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RE: How does command delay work? (solved) - 11/4/2019 5:37:59 PM   
exsonic01

 

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I agree.

Chain of command, repetition and confirmation along chain of command, battlefield noise, combat situation stress, low quality of voice/signal from radio (many reasons are possible. Jamming, geometry, interference from other equipments...), reliability of cold-war-era radios, sometimes bottleneck of huge communication traffic in the middle of combat, use of cipher and code instead of plain sentence, etc and etc... All of those will make even "simple" command would take good several minutes to fully convey and confirm.

==========

As army veteran (not US army though) I have a little experience of old radios, including AN/PRC-77. 77 was nasty. THAT THING WAS HEAVY that is what I still clearly remember. "P" in PRC means portable, technically it was portable, but if you are the person who carries it.... anyone would immediately feels that it is not that portable at all. Its weight is lighter than typical full backpack weight, but its design was the problem: it was not that "human-friendly" I would say, because 77 hurts my back and shoulder more than my heavier backpack.

77 was not that reliable in mountains, valleys, and under the bad weather (it is supposed to be operational at all environments but well, that is clearly overadvertised). It worked OKish for most of the time, I mean, I was OK with this radio for 80% of my experience. But time to time, radio communication was... I would say, not satisfactory, about 20% of my experience. Depending on operation conditions and geometry, sometimes it was too hard to recognize the voice, mostly statics plus murmuring, just too low quality voices. With cipher and code use only, this low quality voice issue makes it impossible to communicate with the opponent. (I remember, time to time me and my boss had to deduct the message like a detective from what we heard) Then I had to rely on relay communication from other units, or I had to run to the high ground, literally. I was in recon unit, and for a recon, sometimes communication is more valuable then life.

But for me, it was really really bad experience to being yelled at or getting screwed by angry CO because of communication issue, while IT WAS NOT MY MISTAKE BUT BECAUSE OF GOD DAMN RADIO!!!

So, I'm not surprised if someone took several minutes to issue and confirm "simple" orders like turn to 10 o'clock direction or move 5m forward. Sometimes if CO is really busy with other communications, you need to wait for your turn, and sometimes your CO forget XD. Welcome to the 'real' radio communication in battlefield XD

If AB become really realistic, then order delay can be really harsh. I guess current model is kinda easier setting than what would be worst scenario to happen in battlefield.


ps) I guess some improved AI, or a little bit of freedom to react against enemy for current AI, might be helpful to solve this issue. Like self-decision of turning direction or turret-only to enemy direction based on situation. Such AI will not be easy to make one, but it would help units to perform more tactically sounding maneuver.

< Message edited by exsonic01 -- 11/4/2019 6:34:08 PM >

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RE: How does command delay work? (solved) - 11/4/2019 6:51:26 PM   
blaa

 

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"So, I'm not surprised if someone took several minutes to issue and confirm "simple" orders like turn to 10 o'clock direction or move 5m forward."

Ok but come on, in a battle the soldiers would not wait for several minutes to have an order confirmed to go into cover 10 meters away and look towards the enemy, while they are being blown to pieces by the enemy, they would go behind the nearest cover and turn towards the enemy. An infantry unit standing in the middle of a street with building cover left and right for minutes while being obliterated by mortar fire, just standing there, waiting for the order to go behind the nearest wall for cover, I really doubt that.

The suggestions from me and others are meant to address issues like that, NOT the general existence of the delay.

Edit: 100% agree with your ps

< Message edited by blaa -- 11/4/2019 6:54:43 PM >

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RE: How does command delay work? (solved) - 11/4/2019 6:59:00 PM   
CCIP-subsim


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quote:

ORIGINAL: exsonic01

I agree.

Chain of command, repetition and confirmation along chain of command, battlefield noise, combat situation stress, low quality of voice/signal from radio (many reasons are possible. Jamming, geometry, interference from other equipments...), reliability of cold-war-era radios, sometimes bottleneck of huge communication traffic in the middle of combat, use of cipher and code instead of plain sentence, etc and etc... All of those will make even "simple" command would take good several minutes to fully convey and confirm.

==========

As army veteran (not US army though) I have a little experience of old radios, including AN/PRC-77. 77 was nasty. THAT THING WAS HEAVY that is what I still clearly remember. "P" in PRC means portable, technically it was portable, but if you are the person who carries it.... anyone would immediately feels that it is not that portable at all. Its weight is lighter than typical full backpack weight, but its design was the problem: it was not that "human-friendly" I would say, because 77 hurts my back and shoulder more than my heavier backpack.

77 was not that reliable in mountains, valleys, and under the bad weather (it is supposed to be operational at all environments but well, that is clearly overadvertised). It worked OKish for most of the time, I mean, I was OK with this radio for 80% of my experience. But time to time, radio communication was... I would say, not satisfactory, about 20% of my experience. Depending on operation conditions and geometry, sometimes it was too hard to recognize the voice, mostly statics plus murmuring, just too low quality voices. With cipher and code use only, this low quality voice issue makes it impossible to communicate with the opponent. (I remember, time to time me and my boss had to deduct the message like a detective from what we heard) Then I had to rely on relay communication from other units, or I had to run to the high ground, literally. I was in recon unit, and for a recon, sometimes communication is more valuable then life.

But for me, it was really really bad experience to being yelled at or getting screwed by angry CO because of communication issue, while IT WAS NOT MY MISTAKE BUT BECAUSE OF GOD DAMN RADIO!!!

So, I'm not surprised if someone took several minutes to issue and confirm "simple" orders like turn to 10 o'clock direction or move 5m forward. Sometimes if CO is really busy with other communications, you need to wait for your turn, and sometimes your CO forget XD. Welcome to the 'real' radio communication in battlefield XD

If AB become really realistic, then order delay can be really harsh. I guess current model is kinda easier setting than what would be worst scenario to happen in battlefield.


Great observations - and that seems to be more or less a universal issue. If anything, it's amazing that these analog comms systems actually managed to work a large portion of the time. If anything - Western forces got the better end of that deal. My dad was a radio man in the Soviet army in '77-78 - enough said! The Warsaw Pact's radio sets at the time were actually pretty robust and resisted jamming pretty well, but were heavier and lagged behind similar Western sets in every other aspect of performance. But the bigger problem was a much poorer ability of the Soviet army to maintain and use complex radio comms nets in the field - which in no small part was because of a lack of a core of professional army NCOs, a doctrine problem really. Instead, 99% of all the work on the net was carried out by guys like my dad - who was technically a sergeant, but in practice all that meant was an extra week of general leadership training, and a couple of weeks training in his job as radio man, and then off he went (manning a remote relay post, in his case). With limited training and given limited initiative - equipment often broke down and didn't get fixed until someone better-trained didn't come down and fix it, and radio discipline was poor. This, coupled with often very top-heavy command structures, really did not bode well for the average Soviet army unit if they were to go into combat. Their comms net would've crumbled very quickly.

And well, while researching the Chechnya mod - I basically came to the conclusion that this was exactly what happened during the infamous New Year's assault, where I'd say that the collapse of comms was probably the single biggest tactical factor in the bad outcome (though there were a whole slew of operational and strategic factors that doomed it from the start). And it was defeated and jammed there largely by commercial-grade radio equipment!

Anyway, I think the real reason the delay seems unfair is the way units behave when out of contract - they don't have a whole lot of initiative on their own, and the way they react while waiting for orders to come through often doesn't quite feel like how well-trained troops might. That's probably something to be fixed by a more nuanced and functional ROE that gives a little more control to the player over what units will do on contact/under fire, regardless of how long they have to wait for comms to come through.

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RE: How does command delay work? (solved) - 11/4/2019 7:19:28 PM   
exsonic01

 

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quote:

ORIGINAL: blaa
Ok but come on, in a battle the soldiers would not wait for several minutes to have an order confirmed to go into cover 10 meters away and look towards the enemy, while they are being blown to pieces by the enemy, they would go behind the nearest cover and turn towards the enemy. An infantry unit standing in the middle of a street with building cover left and right for minutes while being obliterated by mortar fire, just standing there, waiting for the order to go behind the nearest wall for cover, I really doubt that.
The suggestions from me and others are meant to address issues like that, NOT the general existence of the delay.
Edit: 100% agree with your ps

I understand your issue, and yeah, I think this issue is more related with AI issue, more than command delay issue. But I can understand why command delay is the problem because, as a commander, player should command & babysit our units not to try anything stupid. But oh well, our AI soldiers are sometimes feels like babies... XD

I guess eventually improved AI will fix this issue. Like Nikolas' idea. I like that idea of giving a little bit of freedom of action to AI, as a representaion of "self-preservation" instinct. Nikolas' idea is exactly the same with what I wrote in PS in my post. But considering dev's ability and manpower, such AI will take a long time to be developed I guess.

But maybe, who knows? maybe devs would slightly modify their command delay for "simple" orders to react faster if improvement of AI takes too long time. I believe and I wish, at the end of the day, AB will depicts more "tactically sound behavior" of AI. All games are not perfect, and AB is not perfect, but I think devs of this game works hard to improve their products. So. let's see. It seems that devs know what is the issue now in here.

< Message edited by exsonic01 -- 11/4/2019 7:26:39 PM >

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RE: How does command delay work? (solved) - 11/4/2019 7:43:14 PM   
exsonic01

 

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quote:

ORIGINAL: CCIP-subsim
Great observations - and that seems to be more or less a universal issue. If anything, it's amazing that these analog comms systems actually managed to work a large portion of the time. If anything - Western forces got the better end of that deal. My dad was a radio man in the Soviet army in '77-78 - enough said! The Warsaw Pact's radio sets at the time were actually pretty robust and resisted jamming pretty well, but were heavier and lagged behind similar Western sets in every other aspect of performance. But the bigger problem was a much poorer ability of the Soviet army to maintain and use complex radio comms nets in the field - which in no small part was because of a lack of a core of professional army NCOs, a doctrine problem really. Instead, 99% of all the work on the net was carried out by guys like my dad - who was technically a sergeant, but in practice all that meant was an extra week of general leadership training, and a couple of weeks training in his job as radio man, and then off he went (manning a remote relay post, in his case). With limited training and given limited initiative - equipment often broke down and didn't get fixed until someone better-trained didn't come down and fix it, and radio discipline was poor. This, coupled with often very top-heavy command structures, really did not bode well for the average Soviet army unit if they were to go into combat. Their comms net would've crumbled very quickly.

And well, while researching the Chechnya mod - I basically came to the conclusion that this was exactly what happened during the infamous New Year's assault, where I'd say that the collapse of comms was probably the single biggest tactical factor in the bad outcome (though there were a whole slew of operational and strategic factors that doomed it from the start). And it was defeated and jammed there largely by commercial-grade radio equipment!

Anyway, I think the real reason the delay seems unfair is the way units behave when out of contract - they don't have a whole lot of initiative on their own, and the way they react while waiting for orders to come through often doesn't quite feel like how well-trained troops might. That's probably something to be fixed by a more nuanced and functional ROE that gives a little more control to the player over what units will do on contact/under fire, regardless of how long they have to wait for comms to come through.


That was really interesting story from your dad. If you have more time, could you share more interesting story like this? There are a lot of cold war US army (or ally of US) veterans, but not that much perspective of Red army veteran during cold war era.

As a person who have a little experience in military communication sector, I can feel the pain and annoyance of your dad would experienced during his service. I also remember a few officers just blamed comm guys saying "it is communication's fault" after somethings gone wrong. Some impatient commanders didn't understand why it is hard and takes long time to keep good level of line of communication, time to time, depending on situation. But as we all know, it is not individual failure, but this kind of issue should be approached more systematically. I would say, preparation, readiness and discipline of entire communication + maintenance sector govern the good communication quality.

Fortunately, I remember that my units had overall good readiness and discipline for communication, and there were good internal manuals (not radio manuals) to deal with so many possibilities which were shared and updated by comm commanders and bois. But even with those, there can be so many troubles on the field. If such overall system is not prepared, then it is always the soldiers who will take fire and bleeds... I also think that similar issue might happened in Grozny, as poor communication can bring awful and horrible results. Story of Lt. Micahel Murphy is the same (movie Lone Survivor), if we remind why he sacrificed himself at the top of the mountain.

< Message edited by exsonic01 -- 11/4/2019 7:45:30 PM >

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RE: How does command delay work? (solved) - 11/5/2019 10:03:19 AM   
Lowlaner2012

 

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The way I play the game is say I move some ATGM vehicles onto a ridge, I always create a delayed\disabled reverse waypoint so that if they do receive fire I can press Ctrl click on the waypoint and they immediately start reversing with no delay...

Does anybody else use delayed/disabled waypoints?



< Message edited by Lowlaner2012 -- 11/5/2019 10:16:17 AM >

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RE: How does command delay work? (solved) - 11/5/2019 10:43:55 AM   
DoubleDeuce


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quote:

ORIGINAL: Lowlaner2012

The way I play the game is say I move some ATGM vehicles onto a ridge, I always create a delayed\disabled reverse waypoint so that if they do receive fire I can press Ctrl click on the waypoint and they immediately start reversing with no delay...

I think the dilemma is some players want the units to react this was automatically (self preservation instinct) but then there will be player's who then say "I want more control to keep them in place fighting back and don't want to them to back down out of sight unless I order them to do that".


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RE: How does command delay work? (solved) - 11/5/2019 12:02:39 PM   
Lowlaner2012

 

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Fair enough, the only way I can see to automate it and still have a choice would be to have an off\on option in the SOP menu, I'm not the Dev so I don't know how possible that is...

Another concern is whether the AI could use it and whether it might be classed as an exploit if it couldn't...

< Message edited by Lowlaner2012 -- 11/5/2019 12:08:16 PM >

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RE: How does command delay work? (solved) - 11/5/2019 3:21:30 PM   
nikolas93TS


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There is something similar for infantry units already, also regulated by SOP, so I don't see much of an issue there.

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