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-   -   OpFire during unload (http://forum.shrapnelgames.com/showthread.php?t=48582)

scJazz March 26th, 2012 01:33 AM

OpFire during unload
 
In a way the current rules are nice and cruel but the more I think of the one minute time frame makes me wonder...

Should a transport unloading generate an OpFire for each enemy viewing on each unit unloading? Would perhaps a single check for "this is an unload" and a flag for "once per turn" firing a very high kill be sufficient?

Mobhack March 26th, 2012 05:19 AM

Re: OpFire during unload
 
Quote:

Originally Posted by scJazz (Post 799708)
In a way the current rules are nice and cruel but the more I think of the one minute time frame makes me wonder...

Should a transport unloading generate an OpFire for each enemy viewing on each unit unloading? Would perhaps a single check for "this is an unload" and a flag for "once per turn" firing a very high kill be sufficient?

The game has to work that way - so if you unload 6 snipers at one time, each one exiting is an "event".

The game has no memory of the 6 being in any sort of group or list associated with the transport - and it would be rather difficult to do so and then randomly choose one of those for each and every potential op-firer. In any case:
- Most dismounts are one element anyway, so why write a lot of convoluted code?
- You should not be dismounting under LOS of the enemy anyway. Dismounting should be done in a covered position (by geography or perhaps smoke).

Cheers
Andy

scJazz March 26th, 2012 11:40 AM

Re: OpFire during unload
 
Yeah... didn't think it would be possible. It just gets very frustrating when you dismount damaged or lagging units on a newly secured VP Hex only to discover that you missed a MG 850m away.

DRG March 26th, 2012 12:57 PM

Re: OpFire during unload
 
It's worse when it's real.......

Aeraaa March 26th, 2012 01:39 PM

Re: OpFire during unload
 
Quote:

Originally Posted by DRG (Post 799736)
It's worse when it's real.......

Personal experience?:p

DRG March 26th, 2012 07:26 PM

Re: OpFire during unload
 
No, Common sense.

This is a game. When you screw up it's "frustrating". When you unload troops in full view of an enemy MG team in RL "frustrating" isn't the word you'd use so this teaches you that doing so is a "bad idea" and hopefully after doing it once you'll learn not to do it again without the RL consequences

Don

gila March 30th, 2012 06:20 PM

Re: OpFire during unload
 
Having some ability to pop smoke cover immediatly prior to disembarking in open ground would be the way to go.

Good idea to have some morters (even 60mm) that have a clear view of the ground,"direct fire smoke",more accurate than indirect and should screen the area decently.

and they are cheap!

scJazz March 31st, 2012 12:22 AM

Re: OpFire during unload
 
You know the "pop smoke" idea seems equally reasonable but I'm certain that wouldn't work with the code either.

Just gets annoying when you gather up damaged infantry squads, scouts, lagging MGs and AT Inf with the plan of dropping them off in an area supposedly long secured just to discover that a single unit has been missed. Super massive hugely annoying when that unit is an MG which proceeds to riddle 2 scouts, 1 inf squad (damaged), 1 AT Inf, and 2 MGs!

:fire: :fire: :fire:

:eek: :angel :banghead :banghead :banghead

Imp March 31st, 2012 07:35 AM

Re: OpFire during unload
 
The solution is simple slow down you probably paid the price by rushing those units back up instead of spending an extra turn to do it the safer way or didnt scout the area well enough in the first place.
Game wise you paid the price for your haste, real life you had best hope nobody realised it was you that gave the order cause you are going to have some mighty explaining & morale boosting to do.

Popping smoke works just fine its standard practice if you cant find somewhere safe to unload, smoke is a very powerful tool.

whdonnelly March 31st, 2012 12:30 PM

Re: OpFire during unload
 
Popping smoke in the rotor wash is a desperate gamble, especially in the initial rush to get out of the bird since you are essentially a point target for the first 10 seconds or so.
Having said that, the AI does seem smarter and bloodier now. Or maybe I'm getting too comfortable.
Will

scJazz March 31st, 2012 12:36 PM

Re: OpFire during unload
 
Quote:

Originally Posted by Imp (Post 800331)
The solution is simple slow down you probably paid the price by rushing those units back up instead of spending an extra turn to do it the safer way or didnt scout the area well enough in the first place.
Game wise you paid the price for your haste, real life you had best hope nobody realised it was you that gave the order cause you are going to have some mighty explaining & morale boosting to do.

Popping smoke works just fine its standard practice if you cant find somewhere safe to unload, smoke is a very powerful tool.

Why does everyone assume this was rushed? I'm talking about a secured VHex cluster that was cleared like 3 or 4 turns ago. I go back with a damaged APC. I gather the lagging/damaged units and drop them off discovering that now that the smoke has cleared from all the fighting 1 MG previously unfired/detected has LOS and KAPOW!

gila March 31st, 2012 08:35 PM

Re: OpFire during unload
 
Quote:

Originally Posted by scJazz (Post 800351)
Quote:

Originally Posted by Imp (Post 800331)
The solution is simple slow down you probably paid the price by rushing those units back up instead of spending an extra turn to do it the safer way or didnt scout the area well enough in the first place.
Game wise you paid the price for your haste, real life you had best hope nobody realised it was you that gave the order cause you are going to have some mighty explaining & morale boosting to do.

Popping smoke works just fine its standard practice if you cant find somewhere safe to unload, smoke is a very powerful tool.

Why does everyone assume this was rushed? I'm talking about a secured VHex cluster that was cleared like 3 or 4 turns ago. I go back with a damaged APC. I gather the lagging/damaged units and drop them off discovering that now that the smoke has cleared from all the fighting 1 MG previously unfired/detected has LOS and KAPOW!

Now you are getting to the verge of whining;)

No VH's are ever totally secure,just b/c you taken them,especialy if you plan to guard them with mostly spent units.

It would be better for score purposes,if you just got them off the board.

Imp April 1st, 2012 12:23 AM

Re: OpFire during unload
 
Quote:

Why does everyone assume this was rushed? I'm talking about a secured VHex cluster that was cleared like 3 or 4 turns ago. I go back with a damaged APC. I gather the lagging/damaged units and drop them off discovering that now that the smoke has cleared from all the fighting 1 MG previously unfired/detected has LOS and KAPOW!
So it still sounds like you made a tactical error, who was on look out guarding the Vhexes the enemy has time to move units in place or it just waited for a juicy target rather than give its position away.
I would call that delaying tactics & suggest you should be more cautious in the future or you will be caught out again.
Think about it its a common tactic, heck snipers were near enough invented for it.
Your guys got out of their ride milled about having a smoke & securing their equipment before heading off on foot because the area is secure. The MG crew cant believe their luck its such a good target they have to risk giving their position away.
To me the game simulated things pretty well, okay in RL the MG crew would probably bug out pronto which the AI probably wont do but they did their job.
I would say then the code works just fine simulating what would likely happen, its what sets this game apart from other games over the years this game has been tweaked so what happens feels right. Yes it can be frustrating at times but thats war nothing is certain & its those surefire things that turn to poo that keep you on your toes.

gila April 1st, 2012 05:41 PM

Re: OpFire during unload
 
Yeah,I have just gotten back playing the AI after years of playing pbem mostly.

One thing that is interesting, is the fact most human players will almost always commit all thier forces before the game is half done.
Where as the AI may or not,save forces in reserve for a nasty surprise in the latter half:)


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