Hi, thanks for digging into the game and bringing up these questions!
GolasYH wrote: ↑Tue Sep 19, 2023 3:09 pm
Q1: When the helicopter triggers auto rest and resupply, it will "Move Deliberate" to FARP. But, as the "hunt" is the only mode that keeps the helicopter stay low, this auto RTB will make the helicopter rise and expose itself to enemy SAM more easily. Is there any way to prevent this?
I don't think Hunt orders keep the helos lower than Move Deliberate. MoveHasty, Assault and Scoot may resulting in the helicopter rising.
Second, helo pathfinding automatically tries avoid (1) spotted and recently spotted air defense systems and their coverage, (2) going over ridgelines or other features which may expose them badly.
Helos might expose themselves to SAMs which have not been spotted. And sometimes there is no avoiding crossing a ridge.
Then again, you would not be asking the question if you had not seen something weird. I'll happily look at save games that demonstrate problems.
GolasYH wrote: ↑Tue Sep 19, 2023 3:09 pm
Q2: Why can this mortar unit clear the minefield?
As the minefield has been detected by Rec units, other units' paths skirt the minefield but this mortar unit still goes straight into it. Later I surprisingly found that the minefield is cleared, but none of its subunits has corresponding systems/abilities.
I'm guessing the mortar unit has an 'in stride breach' SOP (as opposed to 'ignore and run' or 'stop and reduce'). Which means that as soon as the mortar unit detects the minefield, it will deploy dismounts to clear a minimal lane for its own use through the minefield. This slows down the unit considerably, while having the benefit or reducing additional losses. It does not clear and mark multiple lanes, so its efforts are not useful to other units.
With an 'ignore and run' SOP, the unit would not lose much time traversing the hex but potentially lose some vehicles in the process.
With 'stop and reduce' SOP, the unit would clear and mark lanes to the benefit of other units.
In Southern Storm, many units have a basic ability to detect and remove mines. Engineer units are more efficient in doing so.
GolasYH wrote: ↑Tue Sep 19, 2023 3:09 pm
Q3: Does FCSS have a mechanism that you can barrage at minefield/obstacle to degrade it?
No. IronMikeGolf probably can explain it better, but most minefields consists of a number of spaced out belts, which would be hard to target. And second, although a barrage would detonate some of the mines, it would also potentially distribute active mines into different areas, create additional obstacles for vehicles to traverse the area, and not properly indicate the 'mine free' lane (if there is one).
The main function of the minefield is not to kill units, but to slow them down / bottle them up. A degraded minefield still does that.
The game does model mine clearing vehicles (for example, creating a lane using a MICLIC).