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Independent units!!
I sent out a tiny mail on this issue in the Yahoo list some time ago, but there's the constant issue of rewriting the code... http://forum.shrapnelgames.com/images/smilies/smile.gif
I doubt I'm the first one to annoy myself over suppression, in particular when the unit that is suppressed is supposed to be a half independent weapon in real life. Let's take a SP SAM example. The SA-6 Kub. Operates in batteries of 4 or 6. ANYONE with the slightest experience, perhaps from the NVA, will know that you cannot simply put four of these inside a 200 square metre area. The distances between these vehicles are often in kilometres, and in the case of Egypt when its umbrella started leaking, I'm sure they stretched the lines very thin. When you put these units too far apart in SP, they start complaining. They get afraid, they're suppressed! This should not happen! It's frustrating as heck when you try to achieve a realistic umbrella. You should be able to have certain units much further away from each other than what is possible today! Here's the crapper today: An SPSAM battery is not really a battery. Had it been a proper battery, it would not look like X0, X1, X2 etc. It would look like X0, Y0, Z0 etc.
Am I missing an important issue, or "should" this be the way things had been done? http://forum.shrapnelgames.com/images/smilies/smile.gif |
Re: Independent units!!
Hi,
There is a fine line between absolute realism and gameplay. It depends on what you seek... For me WinSPMBT has found a very good equilibrium between those two and I am enjoying playing a game with very accurate characteristics for the various units involved. Could further adjustments be done in the existing units? Sure, just take a look in the TO&Es forum. But to re-write/modify the code is a very complicated work... It has to really be something important. cheers, Pyros |
Re: Independent units!!
This is an ongoing debate regarding wargames. The game is quite seperate from anything that happens in reality. I dont understand trying to be realistic myself because so many elements of real combat are not present.
Units should not be overused in alot of cases. Its a game,and a really excellent one at that. Thanks CAMO. |
Re: Independent units!!
I think SCAJolly makes a good point here. I'm a stickler for reality too. The really great thing about what CAMO had done is that Orbats are easily changed. You can use the formaion changer to buy only one vehicle at a time. If youo want the X0 Y0 Z0 battery, then just buy 3 different vehicles seperatly. That will give the desired independence.
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Re: Independent units!!
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1) if they have radios, they can be in C&C anywhere on the map (with occasional break downs of the radio link). The 200 or so metres is for guaranteed voice comms. 2) If you thinlk nation X's SAM batteries should be a set of independanrt sections, then make one in Mobhack. formation - "SAM Detatchment" as a section with 1 SAM and parent "SAM Battery" as HQ (second class company or company as with recce units) holding some sections. Unfortunately - the game does not charge for command units as do most tabletop rules, so splitting up into micro-formations comes for "free" http://forum.shrapnelgames.com/images/smilies/happy.gif Andy |
Re: Independent units!!
Just when we're at it about SAM's I'm going to raise my favourite one - would it be possible to have off-board SAM's?
OK, now it is possible to make and off-board arty unit armed with SAM's and with Radar FC. No problem here. Except in situations on-board version of the same fires with 80% accuracy, the offboard ones are lucky to get 16%... Also there was a problem with firing ARM's on them - the aircraft fired them but in a scenario where there are reinforcements waiting to be deployed, the game treats them as being in one hex with arty etc., because every ARM fired on the SAM's killed reinforcements as collaterral damage. Now why I raise this?... Well, just for a feeling. The long-range SAM systems as Patriot or SA-4 IMO don't have a place on the SP battlefield, SA-4's were supposed to have first batteries at least 10 kilometers behind the frontline. Well... Now ready for flaming:o) |
Re: Independent units!!
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These occasional breaks in radio link, how often do they occur? |
Re: Independent units!!
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how often? - depends on experience and supression etc, try a few games and see how often units well away fro the commander are in contact. Cheers Andy |
Re: Independent units!!
How would you deal with sam suppression with off board sams, same as counterbattery firing?
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Re: Independent units!!
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Cheers Andy |
Re: Independent units!!
Well... it seems I am half wrong, then. But even if one is allowed to make whatever changes one wishes to ones own OBs, I sure do wish that reorganizing SPSAM batteries would be done by the team, so that there could be a standard. :/
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Re: Independent units!!
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You see the SAM batteries issue as very important and in need of improvement and we don't. That's why MOBHack is included with every game. There is a standard for SPSAM's but you think it's wrong but it is a standard as all nations are treated the same Don |
Re: Independent units!!
NO, NO I'm sorry, I knew there were not off board sams, I was asking, if you did Mobhack the batteries to make them proper ie, (XO,YO,ZO), it would be unfair not to suppress the off board sams!How could that be simed
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Re: Independent units!!
What I meant was a standard for everyone.
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Re: Independent units!!
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Don |
Re: Independent units!!: SAM batteries!
Hello everyone!
Good news for everyone interested in having linked-targetting SAM batteries in the game! Looks like Laurent Touchard has come up with a pretty good way of modelling this: -As first unit in your SAM battery formation, create an unarmed SAM or SP-SAM unit, with a high AA-radar FC rating and high radio. This one will stand for your radar and command post. -Then reduce the radar FC rating of all launchers, and set them to have no radio! -Dispose all launchers near the radar at voice range in a nice battery patern. This will have the following effects: -SEAD aircrafts will target the commanding radar at first. -When the radar is destroyed, all launchers will lose contact, gain high suppression and become unable to fire accurately. This method works, is reproductible free of rights, but it is only a first go. Any feedback or ideas for improvements would be most welcome! |
Re: Independent units!!: SAM batteries!
Very nice one! But still, that demands they are within voice-range. http://forum.shrapnelgames.com/images/smilies/frown.gif
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