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Pyros August 2nd, 2005 12:52 PM

Re: M.C.S.A map for Operation HAPPY VALLEY
 
1 Attachment(s)
Here is some refine of your MCSA... http://forum.shrapnelgames.com/images/smilies/wink.gif

But keep in mind that the MCSA maps should be played only at the beggining of the fist chapter of each ToO; the selection of the MCSA will influence all the chapter of that ToO.

So, only if your mission is chapter No1 of a ToO you should include a MCSA map.

ciao, http://forum.shrapnelgames.com/images/smilies/happy.gif
Pyros

FJ_MD August 2nd, 2005 01:07 PM

Re: M.C.S.A map for Operation HAPPY VALLEY
 
It looks surely better... I was thinking about a provvisory airstrip, somethin still to be developed by the engineers! http://forum.shrapnelgames.com/images/smilies/happy.gif


Davide

FJ_MD August 3rd, 2005 08:41 AM

Re: M.C.S.A map for Operation HAPPY VALLEY
 
So, let's do a summary.


This operation is suitable for chapter 1.


Some infos are spread all over the thread but here are the guidelines (these are all sketches that are to be discussed)

Units of the 1st Air Cavalry Division is just arrived. That's why I thought about a MCSA still to be developed (only airstrip with rudimental trenches and lot of rough).Maybe adding buldozers here and there and hueys on the airstrip will help to the overall view.


They have to "pacify" the valley north east of the MCSA (Vinh Thanh valley) That is why I thought about somethin like this:


MCSA map with two text choices

1) Where are the CIDGs?
2) Let's go!

The secondary map will be the 2nd map I posted (the one with the villages)


With choice one in the MCSA map the game will have less turn cuz the cavalry will wait for these units:

A full CIDG company (576-578-577)
1 M8
4 M3/106
1 M132



With choice two the turns will be more cuz the cavalry will charge so

less VC cuz their intelligence have not seen enemy forces coming
the cavalry will have 8 mech mule since the beginning
after several turns will come in 3 Ontos and a mech platoon (177 american)



No artillery will be available cuz they are not ready yet. Only arty available will be the core 81mm mortar.
Other AUX units will be hueys for transport and a pair of scout helis, no gunships. Remeber this is the first time the cavalry take action so the organization is not at best.



The primary map will be the 1st map I posted (the hill terrain map) Here will become available the artillery support (they have prepared themselves in the meantime) according to the outcome of the secondary mission.



Give me your opinion guys! http://forum.shrapnelgames.com/image...es/biggrin.gif


Davide

Pyros August 3rd, 2005 10:47 AM

Re: M.C.S.A map for Operation HAPPY VALLEY
 
Davide,
I haven't read careful everything, but it sounds good! http://forum.shrapnelgames.com/images/smilies/happy.gif

Just a question, The MCSA goes for the chapter1 of each ToO.
Is this chapter1 of ToO No1?

ciao,
Pyros

wulfir August 3rd, 2005 11:12 AM

Re: M.C.S.A map for Operation HAPPY VALLEY
 
Overall a good idea. http://forum.shrapnelgames.com/images/smilies/wink.gif


Quote:

FJ_MD said:
Units of the 1st Air Cavalry Division is just arrived. That's why I thought about a MCSA still to be developed (only airstrip with rudimental trenches and lot of rough).Maybe adding buldozers here and there and hueys on the airstrip will help to the overall view.

I would recommend we do not use any buldozers, helicopters or other aux units as eye candy for the MCSA 1+turn scenarios. I think it's potentially confusing for the player... not to mention if this is the very first scenario of the entire campaign it will not be possible to use any aux forces.

FJ_MD August 3rd, 2005 11:19 AM

Re: M.C.S.A map for Operation HAPPY VALLEY
 
Yep! this is chapter 1 for ToO 1 but I was thinking that every single chapter have his MCSA... for ToO 1 somethin like an upgraded version of the MCSA map for every 3 chapter (I'm following the storyline Boonierat have researched)


Geia sou!


Davide

FJ_MD August 3rd, 2005 11:27 AM

Re: M.C.S.A map for Operation HAPPY VALLEY
 
Quote:

wulfir said:
Overall a good idea. http://forum.shrapnelgames.com/images/smilies/wink.gif



I would recommend we do not use any buldozers, helicopters or other aux units as eye candy for the MCSA 1+turn scenarios. I think it's potentially confusing for the player... not to mention if this is the very first scenario of the entire campaign it will not be possible to use any aux forces.



Thanks for the feedback.. it is much appreciated! http://forum.shrapnelgames.com/image...es/biggrin.gif Surely what I wrote above is still an embryo and also is still to be tested! Feel free to add any comment! they will only do good!


Davide


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