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Re: Script and campaign scenery / Alternate histor
This idea could be expanded and could,for example, have missions that involve the evacuation of civilians from villages.
Another idea, the protection of key installations, a command bunker that has the point value changed to high level to reflect this. |
Re: Script and campaign scenery / Alternate histor
Yes all of these are great ideas,
but before forgeting them you should go to the mission types and put them there!!! http://forum.shrapnelgames.com/images/smilies/happy.gif Also helicopters, as evacuation method can be used in a dramatic mission where the core force will have to cross the jungle in order to reach the LZ and then secure that area from incoming NVA patrols (many of them)... Then at a given time the AUX helicopters will appear like reinforcements on FIX map hexes !!! (instead of AUX you put FIX before assigning the reinforcement.) Now in order to make it more critical we can do the following thing: All the VP flags of the mission are located in an isolated location (unreachable by terrain; can't walk there) and from the moment the helos will appear the player will have 3 turns to reach that VP locations... What do we simulate this way??? If the player wishes to capture all VP locations he must load to each helicopter a unit (evacuation!!!) and then fly to that location (with the VP flags) and unload one helicopter in each VP flag... If you combine all the data I gave you, you will notice that the player's units should actually go to that LZ (instead of hiding from the AI). Also, the time allowance to capture all VP flags force the player to load at least one unit to each helicopter (in order to unload at least one unit to each VP flag); since the remaining time is 3 turns, this mean 1 turn to load, one turn to move and unload... and one turn to...??? did I say 3 turns??? I meant 2... http://forum.shrapnelgames.com/images/smilies/happy.gif LOL Gentlemen, we have many options and many possibilities to simulate anything!!! Also don't forget that each one of you is carefully selected for his talents and the potentials of our group are remarkable! cheers, Pyros |
Re: Script and campaign scenery / Alternate histor
Why not make the briefings and the storyline as authintic as possible? I found this short list of common Vietnam "slang" on the web and thought it might come in handy, especiallty for us that dont speak US Army fluently http://forum.shrapnelgames.com/image...es/biggrin.gif.
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Re: Script and campaign scenery / Alternate histor
Ok did some reserch wfrom the book "We where soldiers..."
HEre's the basic notes on what I found out: Details: (P29) Left Charlston on Aug 16th on the transport ship USNS Maurice Rose Arived Qui Nhon mid september Joined up with advanced party who with the help of the 101 Airborne had secured an area of scrub jungle. Rougth discription: North of An Khe, 42 miles west of Qui Nhon. On east side, an old airstrip with ahree story building on the NW side of the airstrip. When complete the base: 12 mile long, 100 yard wide defense parimiter. Able to hold the divisions fixed and rotory wing assests. no permamant structures apart form bunkers. battlions take turns in holding parimter, running patrols and setting OP's. During the first few weeks a few light probes from VC. Sniper activety on patrols. Another battlions mascot (A mule) KIA. 1st Barigade's fight: Hosptial fight: Nov 1 (P32) Searching for the NVA who attacked Plei Mei SF base and ambushed the ARVAN relief coloum. aprox 12 enemy spotted by Air-scout's fired on and scattered. Moments later another group of NVA spotted, Troops landed on the ground (I Guess about coy strength). leading to the capture of a NVA feild hospital. total enemy KIA 15, POW 44. That afternoon NVA counter attack, 4 hours later 1x battlion flown in. Estimated enemy KIA 250. Trail Ambush, Nov 3, (P33) 3 platoon sized ambushes set around the Ia drang River trail. 1 Plt on trial other two set 1 mile to the north. An NVA coloum appraoches and stops about 120 yards south for rest break shortly after 2100 they move through the ambush site. The Troopers let the coloum pass but when the HW coy arrives they attack with claymores. Then all troops fall back to LZ for pick up.where they are counter attacked by the NVA. 1 coy is flown in to renforce the troops. NVA strength 1x Rifle Coy, 1x Heavy weapons Coy. 3rd brigades fight 12 nov. 2323 The brigade's HQ, Avation fuel store and engineer facitlites are attacked, a 1 hour battle follows in which the VC are driven off. LZ X-ray LZ Albanay LZ Falcon |
Re: Script and campaign scenery / Alternate histor
Gentlemen,
I have found this on the NET http://orbat.com/site/history/histor...campaigns.html Quote:
This is a starting point for our "Theatres of Operations" task. The number of 17 ToOs is somehow too big, but for sure we may work with this list to create something useful. Each ToO will contain Chapters. A Chapter will contain 2-3 Missions (1 Secondary + 1 Primary + 1 Bonus?). Our first task should be to see what historical operation/battles of the 1st CAV may fit as Chapters into the above ToOs. If there are too many of them we may cut some, or if there are to few we may add fictional chapters. In the end we will add the alternate part of the campaign. The second critical task should be to design the progressive evolution of our core force. You should take into consideration that additional core force elements should be added only in the beggining of each ToOs. This mean that the Core army will receive an average of 15 additions/attachments to its structure. As a logical step, our core force should be a Generic (and not specific) formation of the 1st CAV Division because we want this force to play a role to every battle of the 1st CAV DIV. The tricky thing would be to design the evolution by respecting the starting point, the final core force size and the increament steps (15+). If we start with 2 platoons and we finish with a Battalion of 4-5 companies, then we should think how and when this progression will happen. I suggest (as a base of further discussion) that during the 3-4 first ToOs our core force reach the size of a company. This could mean that a In the above I see some potential... This is a starting point for our "Theatres of Operations" task. The number of 17 ToOs is somehow too big, but for sure we may work with this list to create something useful. Each ToO will contain Chapters. A Chapter will contain 2-3 Missions (1 Secondary + 1 Primary + 1 Bonus?). Our first task should be to see what historical operation/battles of the 1st CAV might fit as Chapters into the above ToOs. If there are too many of them we may cut some, or if there are to few we may add fictional chapters. In the end we will add the alternate part of the campaign. The second critical task should be to design the progressive evolution of our core force. You should take into consideration that additional core force elements should be added only in the beginning of each ToOs. This means that the Core army will receive an average of 15 additions/attachments to its structure. As a logical step, our core force should be a Generic (and not specific) formation of the 1st CAV Division because we want this force to play a role to every battle of the 1st CAV DIV. The tricky thing would be to design the evolution by respecting the starting point, the final core force size and the increment steps (15+). If we start with 2 platoons and we finish with a Battalion of 4-5 companies, then we should think how and when this progression will happen. I suggest (as a base of further discussion) that during the 3-4 first ToOs our core force reach the size of a company. From that point we should first create the ToOs and after discussing the possibilities for evolution. For example we may give to a ToO a whole company of OFF-MAP artillery or we may give to the player an attachment of engineers etc... On second thought [img]/threads/images/Graemlins/Cold.gif[/img], we may have a special mission (secondary type) on the end of each ToO and by the result of this mission (decisive victory or Not) the player will be able to make a choice for the next attachments that his core Force will receive... for example OFF-MAP artillery or 2 platoons of engineers or 1 supporting helicopter or 1 platoon of heavy mortars etc... On third thought http://forum.shrapnelgames.com/image...s/confused.gif, we may have a path type of secondary mission and by the result/score of it, the player could decide among more than 2 possible new attachments (up to 5 = link scenario per type of victory). Many possibilities on the above and at the same time it is a strong RPG element for the game, but it may be difficult to track the evolution of the core army during playtesting (coding process http://forum.shrapnelgames.com/images/smilies/Sick.gif). |
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