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-   -   Designing a Pursuit Combat Mission (http://forum.shrapnelgames.com/showthread.php?t=31670)

Smersh November 6th, 2006 07:48 PM

Designing a Pursuit Combat Mission
 
Any suggestions of how to create a pursuit type mission? Where your forces go after a retreating or falling back enemy? Maybe with clever victory objective placememt and enemy deployment?

narwan November 6th, 2006 10:02 PM

Re: Designing a Pursuit Combat Mission
 
Maybe put neutral objective hexes behind the enemy forces. They should go for those, perhaps leave some troops to hold you back. Put the more valuable ones the furthest back. Make them harder to reach to prevent a few fast movers of getting too them quickly.

Double_Deuce November 7th, 2006 04:10 AM

Re: Designing a Pursuit Combat Mission
 
I would think you should be able to do this using objectives set in the defending units rear area (set to neutral) and waypoints.

Pyros November 7th, 2006 05:24 AM

Re: Designing a Pursuit Combat Mission
 
It is doable, but there too many parameters to adjust in order to make it really good.

The most important are:

1. Correct setting of Waypoints (be careful with density because it affects speed of AI movement)
2. Correct setting of VP flags on-map and outside the exit borders (on Grey hexes)
3. Complicated delaying mechanism (for both infantry and vehicles) by the use of impassable terrain and rough terrain.
4. Precise timing for most mobile infantry unit (because this one will be the first to reach any off map VP hex)
5. Avoid using units such cavalry or motorcycles
6. Set the AI to delay
7. Be careful where you place roads along the axis of pursuit

Btw, take a look at the convoy mission thread:

http://www.shrapnelcommunity.com/thr...o=&fpart=1

cheers,
Pyros

Mobhack November 7th, 2006 05:59 AM

Re: Designing a Pursuit Combat Mission
 
1) it would need to be a human plays human scenario (no AI in there at all)
2) use a deep map, and deploy the retreater well forwards.
3) use a short(ish) time scale in turns?
4) no victory hexes (kill scores only, and/or use a manual scoring of troops that made it off) - the retreater is trying to get his troops off his baseline intact, the advancer is trying to frustrate that without losing too many troops
5) Scenario designer could set up a flank march for the attacker (as reinforcements) perhaps?.

Cheers
Andy

Sarunas November 7th, 2006 12:15 PM

Re: Designing a Pursuit Combat Mission
 
I would also modify morale down for the defender.

Smersh November 8th, 2006 05:42 AM

Re: Designing a Pursuit Combat Mission
 
good tips thanks.

what about a very long and relatevily thin map, with neutral objectives in the gray areas at one end.

I'll play around with different configuration and apply some of the tips.

I'm considering even having freindly paratroopers land behind the enemy to delay their withdrawal.

Pyros November 10th, 2006 06:53 AM

Re: Designing a Pursuit Combat Mission
 
1 Attachment(s)
Smersh,

There are dozens (even hundreds) ways to manipulate the AI in order to create special conditions.

Some of them are more complicated than others but in general you may find more than one specific way to achieve your goal.

For example concerning your type of scenario you could also make use of a special technique that I have developed some time ago and the main concept of it is the "Delaying Beacon".

What is a "delaying beacon"?

Suppose you deploy on the same hex of a clear terrain map an infantry unit and a Armored Car and you also assign on the map several VP flags at intervals/step of 10 hexes (all VP flags will form a straight line).

What will happen then?

Simply the AC will reach all VP flags in very few turns while the infantry unit will only have moved 10-15 hexes.

Do we have a combined movement?

No

So, how can we force the infantry unit and the AC to move in a close formation?

By doing the following map modification:

Suppose that you edit the map and that you change the ground under each VP flag into "IMPASSABLE TERRAIN".

What will happen now?

Once you start the scenario the AC will quickly reach the hex next to the VP flag impassable terrain hex but it won't be able to claim the VP hex so it will stick into that position until one unit with ability to move on impassable terrain will be able to claim that victory hex.
Therefor after 3-4 turns the infantry unit will reach and claim the hex with the victory flag and the Armored Car will be able to proceed to the next VP flag with the infantry unit close following at a distance of three turns (or 10 hexes).

But keep in mind that the above example is just an extremely basic version of the "Delaying Beacon" (the advanced techniques are taking into consideration many game-play parameters).

Also keep in mind that you may achieve the same result by assigning a way-point path with extreme density of way-point marks (2-5 per hex) because this will force the AC to move 3-4 hexes per turn (in the case of an APC the way-point density will even force the vehicle to move 1-2 hexes per turn).


http://www.shrapnelcommunity.com/thr...ing_beacon.JPG


cheers,
Pyros

p.s I advise you to carefully read the details section of the Way-point techniques included in the game manual where you may find some tips concerning the advanced use of way-points.


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