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Slowing ground combats

 
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Slowing ground combats - 5/18/2021 8:26:10 PM   
Steve04

 

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From: Firenze - Italia
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In the introduction, I would like to remind you (and me...) that CMO is mainly an air-naval simulation and not of land combat.
With all the limitations of the case, therefore, I ask if it is possible to "extend" the time of the ground fighting. In fact, at present, the clash between two groups of land units is resolved in a very short time: all the units shoot everything they have at their disposal, just within range, the effectiveness of the weapons is deadly and in a few seconds / minutes many units are completely destroyed and one side wins ...
So often we don't even have time to intervene with a close air support, because the ground action is already over.
So I wonder how it is possible to create ground fights with limited exchange of blows (slowing the unit's R.O.F., i.e.) or with suspension and then resumption of the attack, or by acting on the lower effectiveness of the shots fired.
It would also be useful for the unsuccessful side to have the possibility of a tactical withdrawal (perhaps possible by acting on the RTB doctrine ? Withdraw & Redeploy ? I haven't tried yet ...).
All these things don't seem possible to me with normal events based on triggers and actions (with LUA script I don't know ...).
If now all of this is not supported by CMO, due to the current limitations on land warfare, I would like to suggest to the devs these implementations as soon as we get into this section.
Thanks, Steve

< Message edited by Steve04 -- 5/18/2021 9:30:19 PM >
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RE: Slowing ground combats - 5/18/2021 9:42:23 PM   
kevinkins


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Interesting in that I have seen the same. But I just moved on. Is there anything in the WRA dialogs that could slow down ground combat ? Another idea is to seek out the best ground warfare scenario and check it out in the editor. Have no idea what that scenario would be, maybe others can suggest 1 or 2. I have had a bit of fun gaming with mobile land forces, but understand what you are bringing up.

Kevin

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“The study of history lies at the foundation of all sound military conclusions and practice.”
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(in reply to Steve04)
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RE: Slowing ground combats - 5/18/2021 9:52:04 PM   
BDukes

 

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You could try chaining ground missions to control the tempo rather than having a one large area type.

So start with one with a limited objective. Assign the same units to another based on time or some other conditions. So on and so forth. The other thing you could play with is backing them off for resupply (group with Ammo carrying unit). It's a bit of a show but not altogether contrived.

Mike

(in reply to kevinkins)
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RE: Slowing ground combats - 5/21/2021 3:05:29 PM   
Steve04

 

Posts: 79
Joined: 12/1/2020
From: Firenze - Italia
Status: offline
you have suggested some good ideas Mike, perhaps waiting for future CMO developments. if I understand correctly a solution could be similar to this.
1. I create a mission in which a group of ground units attack enemy units or patrol an area. the mission ends after x minutes. At this point, using a Lua script command, 2.I reassign the units to another patrol area mission, simply to retreat.
3. I should also refuel the units but have never tried. how you do it ?
4. once they are supplied with ammunition, they can restart for another limited-time attack mission and then eventually a loop is created starting from point 2.
Is that so ?

(in reply to BDukes)
Post #: 4
RE: Slowing ground combats - 5/21/2021 6:44:40 PM   
BDukes

 

Posts: 1695
Joined: 12/27/2017
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quote:

ORIGINAL: Steve04

you have suggested some good ideas Mike, perhaps waiting for future CMO developments. if I understand correctly a solution could be similar to this.
1. I create a mission in which a group of ground units attack enemy units or patrol an area. the mission ends after x minutes. At this point, using a Lua script command, 2.I reassign the units to another patrol area mission, simply to retreat.
3. I should also refuel the units but have never tried. how you do it ?
4. once they are supplied with ammunition, they can restart for another limited-time attack mission and then eventually a loop is created starting from point 2.
Is that so ?


Yes you could do it like that. Lua is best but you can also use the event editor as some of the actions and triggers are pretty simple and there are triggers and actions for it. Many scenarios have the add mission scripts in them, I know my Korean ground scenario in Chains of War did if you'd like an example. Check out the lua legion section of the forum as well as the CMO lua documentation site.

To reload ammo you'll need to group what you want reloaded to an ammo carrying unit (ammo truck, bunker, etc). That will require lua.

Mike

(in reply to Steve04)
Post #: 5
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