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Old January 31st, 2006, 05:53 PM
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Artur Artur is offline
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Default Re: Improvement proposal I - OP fire draining

Quote:
narwan said:
The point is that as a player you have no on the spot control over the OP fire as it is resolved (assuming we're talking about PBEM suitability here). Which means that whatever system you come up with to resolve this has to carried out and decided upon by the AI, and NOT by the player.

Yes actually it IS pretty good that the AI makes some decidions. But of course you can give more specific guidance. Imagine an inf company combat group with a section of ATGs and a platoon of ATRs, infantry with bazookas, and a section of Jacksons. You are the captain in charge. You cannnot tell each unit to fire on a specific unit coming against you during the battle. But you can give orders like: "We have to defend this area. Platoon x defends against everything at close range of 2 hexes at position alpha. Platoon y,z defends in other places range also set to 2 and engages everything but does not reveal themselves unless they are ar close range.
The MGs fire at long range but only at inf. The ATRs fire only at light armor at close range as well. They do not revele themselves to heavy armor or infantry.
The Jacksons and the ATGs stay a little behind and engage only MBTs. You may want to assign one ATG to the lights and have 3 guns for the heavies. In real life you can brief your platoon/section leaders about this before the battle or from time to time on radio. Now you can set ranges to the units. Besides that you will be able to set a unit type group as well. That is all.

Quote:
narwan said:
That brings a whole additional set of questions into the equation. For example, when are the different types of units mutually supporting? For a player it may be easy to see and decide upon but try translating that into code. I'll give you a few examples:
The tanks are in position but the mg's and light AT units are still moving up (1 hex away from final position). How is the AI to know that these close by units are not in position yet? The different units will not occupy the same hexes so they'll have different fields of fire. What happens if only some units can see the potential target?
If you elect to use a system in which you set these parameters as a player during your turn imagine this:
at the end of your turn the artillery and/or air strikes neutralise one of your elements (for example all light AT) either by suppression, smoke or outright kills. Now the tanks are the only units with AT capability but they won't fire since you set them for heavy opponents only.
The complications go on and on. In my view to the point that the disadvantages, both in-game and coding wise outstrip the potential benefits of changes by a wide margin.

This would work very much simpler than you think. Now a unit fires if
1.has just spotted a unit or a unit within LOS is moving
2.the unit is within allowed range
With this improvement it will have a 3rd criteria that the spotted unit in range belongs to the unit type you set. If you set to fire on everything as in some cases is the best solution it will fire of course.
That is all. jut one criteria more.

Now if an air strike will neutralize one capability of your combat group then you are in trouble. You will set the target types when you get the turn next time.

If you are smoked you reset target types in the next turn. Of course you also may want to move to a better position etc.

If the running up support units can see forward you set thenm the target type. MGs can shoot right away. If they are not within LOS enough and the tank is alone for a turn you will set to fire at everything of course.

Quote:
narwan said:
Another problem, you suggest dividing units into categories but how do you distinguish? A T34/85 will be a MBT in some circumstances (depending on year and/or nations involved) and a bulky light tank in others (in relation to other available units). When does it stop being an MBT and become a light tank? What are the parameters? Repeat for scores of others units in many different year-nations set-ups. Imagine having to keep track of it as a player.
If you don't distinguish, in other words, a T34/85 remains an MBT throughout the whole array of years and nations available in the game, you could end up with Abrams that do fire at a T34 but not at a bmp2, or centauro, or amx10rc.

That is a true problem. If it is classified as MBT throughout the timeline I have no proposal to it. I also think this should be kept simple. Remember it is only one more OP fire constraint that is all.

Quote:
narwan said:
As an alternative solution, go outside the code. Determine and define the exact procedures you find questionable and/or gamey. Let your opponent know and agree not to use these procedures. It won't solve all your issues with Op fire but will adress some of them.

Narwan
True, you always have to make the rules clear. BUT usually house rules are made to somehow handle the shortcomings and errors of a gaming system. and these shortcomings have to be fixed within the code then you do not need house rules.

Artur.
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