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-   -   Withdrawal syndrome (http://forum.shrapnelgames.com/showthread.php?t=27778)

hoplitis February 22nd, 2006 10:58 PM

Withdrawal syndrome
 
Not a post about drugs http://forum.shrapnelgames.com/images/smilies/happy.gif !
Not another wish list item or proposal!
Just wanted to know what you think about the following:

Unit Withdrawals

The game allows for reinforcements. Why not withdrawals? I know, it’s annoying to have to “lose” a unit midgame, but hey! it happens in real life.

The rationale for introducing withdrawals in strategic/operational games level is pretty straightforward (divisions diverted to another front, ally turning neutral, etc). In the tactical level it could reproduce effects such as:
1) Recalling divisional/brigade assets unexpectedly needed elsewhere, or
2) SF/snipers/guerilla type units “melting away” in dense terrain (urban or jungle)

Withdrawals combined with reinforcements may reproduce pseudo hidden movement effects (unit “withdraws” at point A and a same/similar unit appears as reinforcement at point B a few turns later simulating cautious movement/infiltration from A to B through “favorable” terrain)

Scenario designers could use withdrawals “from the roster” to negate the availability of transports (air or sea) at the final turns to avoid last minute paradrops/landings on V hexes ( if they consider it to be a “gamey” tactic)

The mechanics of withdrawing the designated units could range from:
a) simply “vanishing” the unit at the appropriate turn wherever is (don’t like it)
or
b) victory points penalty for each turn, beyond the withdrawal turn, the unit has not moved to its designated location of withdrawal
to
c) the “withdrawal turn” is actually the turn that the AI takes over control of the unit, wherever it is, and moves it towards the “evacuation” hex/ area (probably seeking the shortest root). It’s up to the player to decide to leave it all to the AI or to start to maneuver the unit himself (before the withdrawal turn) and bring it closer to the “evacuation” hex.

Again, this is not a proposal, just a discussion subject.

Mustang February 23rd, 2006 12:03 AM

Re: Withdrawal syndrome
 
This is a good idea if you want to make unusual scenario types, like hostage rescue (you get a v-points penalty for not getting the hostages off the map). It has plenty of other creative uses, also. I think it's a very good idea as long as its doable in the code. Thanks for bringing it up.

DRG February 23rd, 2006 12:31 AM

Re: Withdrawal syndrome
 
The game already does this. Move a unit to the grey hexes on either the left of right side of the map and it will exit ( or withdraw if you prefer )at the end of the turn

Don

hoplitis February 23rd, 2006 05:48 AM

Re: Withdrawal syndrome
 
Ahh! The grey part of the map! Have been there alot http://forum.shrapnelgames.com/images/smilies/happy.gif !

Of course the standard retire offmap procedure plus specific scen rules or V- conditions or mutually agreed house rules can produce interesting "withdrawal" scens or PBEMs. People are already using it. And thats why my post doesn't imply that there is any problem with the game as is.

Just wanted to know if setting/automating withdrawal procedures and/or the inclusion of onmap "withdrawal/evacuation" hexes would be of some interest to scenario designers or produce more interesting "AI tactics".

Mustang,
always interested in "pushing the envelope" aren't you ? http://forum.shrapnelgames.com/images/smilies/happy.gif


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