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RE: "Relative spotting" and information sharing

 
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RE: "Relative spotting" and information sharing - 4/26/2020 3:59:16 PM   
varangy


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quote:

ORIGINAL: thewood1

For control freaks that don't want that amount of realistic planning and FOW, it can be tough. I see a lot of people crying about "borg" spotting because its unrealistic, yet, when confronted by scenarios like I have described, hate it when encountering that type of scenario.


The ability to control units and to what level and the ability for the units to have a common enemy unit pool are two different things.

< Message edited by varangy -- 4/26/2020 4:10:09 PM >

(in reply to thewood1)
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RE: "Relative spotting" and information sharing - 4/26/2020 4:02:19 PM   
thewood1

 

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It is obviously related in the way units communicate with each other and pass information. Its all connected. If you are upset about borg spotting, you should be upset with god-like control of what that unit does once it spots something.

(in reply to varangy)
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RE: "Relative spotting" and information sharing - 4/26/2020 4:21:13 PM   
varangy


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quote:

ORIGINAL: thewood1

Its all connected.


No, in a computer game its not connected.

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RE: "Relative spotting" and information sharing - 4/26/2020 6:40:40 PM   
thewood1

 

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Then how do you do it then? To have borg spotting, how do you represent the networking of information and the slowness in information moving?

Even CM's simplistic approach requires that abstracted network.

(in reply to varangy)
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RE: "Relative spotting" and information sharing - 4/27/2020 10:28:42 AM   
varangy


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If you set basic difficulty in CM, you get borg spotting. If you select elite, you dont. What does this change to your behaviour in planning?

You see the units the same, you direct and give orders the same. Nothing changes in that regard.

< Message edited by varangy -- 4/27/2020 10:29:36 AM >

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RE: "Relative spotting" and information sharing - 5/21/2020 4:00:34 AM   
exsonic01

 

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quote:

ORIGINAL: 22sec

I can’t but keep thinking about this and how to implement in a potential new engine. The first scenario from the below linked vignettes illustrates the challenge and consequences multiple formations can face when information cannot be shared for any reason.

http://companyleader.themilitaryleader.com/wp-content/uploads/2018/09/Armor-Magazine-Compiled-TDEs.pdf

How could this be simulated in any game, be it AB, AB 2.0, or any other computer or even tabletop sim? If I am higher level commander, and I lose comms with one of my units in game how are they going to react? What happens when a subordinate out of comms wants to send in a report about a unit they spotted and/or are engaging? I think part of the answer already exist in how attack helos will engage targets that are not visible to the player. I love that I don’t know what those Cobras are engaging. It can and should get my mind racing and influence my OODA loop. Of course, in their current form, those same Cobras don’t react well to receiving fire, and ideally them or any conceivable unit of mine that I don’t have comms with needs to better react to preserve themselves. The other dilemma is what if I as the commander have new information, and try in vain to inform a subordinate and issue new orders (commands)? From a gaming perspective if I can’t trust my subordinates to routinely act in a sensible matter this is all moot because I’m likely to get frustrated and stop playing. So, the communication piece of the puzzle probably has lots of ways to be implemented. What I still think is critical is implementing reliable, tactically sound unit AI that makes good decisions when left to their own devices.

Good post.

And, very chaotic situations can make things very ugly... Imagine dark rainy night, your comms were cut off due to enemy jamming, and your units were moving to higher ground to reestablish comm. Your units were in flanking move around the region very near to possible enemy defense. Then, your unit faced the unknown contact approaching from different ridgeline, very suspicious. Because your comms were cut off, your commander and any of the people have no idea about what is going on. Then your commander decides to engage. It was very reasonable decision for him and for our units. However, it turns out that...

Such events are very possible to occur XD

I think AB could modify some features from CMO. I'm not saying AB should copy them, but the idea of indirect control by mission-oriented control is kinda what I really want to see in AB. I think it would be possible for AB to find its own way to depict those indirect spotting, friendly fire, info-sharing along tree-structures OOB and etc...

(in reply to 22sec)
Post #: 36
RE: "Relative spotting" and information sharing - 6/9/2020 9:20:50 PM   
WelshZeCorgi

 

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I agree with this idea. It would make it more interesting.

(in reply to Veitikka)
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RE: "Relative spotting" and information sharing - 6/11/2020 1:56:44 AM   
nikolas93TS


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It is a cool idea, but I am not sure if there is place for it in AB. Even Command Ops 2, with highly autonomous AI and where such feature would be probably even more appropriate, doesn't have it. After all, most commanders are briefed on overall objectives before the mission, so longer delay due to will imply they are less responsive but not totally lost.

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(in reply to WelshZeCorgi)
Post #: 38
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