Thought around land-warfare.

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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batek688
Posts: 92
Joined: Thu Oct 16, 2014 11:49 am

Thought around land-warfare.

Post by batek688 »

It appears that one of the issues around realistic ground combat beyond simple direct action activities is the encroachment of one unit upon another. At least to me it appears that a ground unit's "size" may be what causes the stomping-on since it doesn't appear to be the equal to the coverage area for a unit of that size.

Example: setup a combined unit, a task force with 3 tank platoons and 6 mech platoons. Establish a formation where you have the 3 tank platoons in line abreast 400m apart followed by the two mech companies (3 platoons each) with the follow-ons staggered at 400m gaps. Use the formation editor to set the distance for normal frontal area of responsibility. If you select that combined unit and "F1" target enemy unit, the units stomp all over their formation assignment trying to engage. The armored company would have a 1200m wide frontal attack area and having the battalion "attack" is...well, odd.

In the database for the units, do you set their "size?" If so, I would suggest the size be equated to the coverage area of the real life unit. My vision is that this would allow the engine to do as it does for warships (keeping multiple from occupying the same spot) by preventing stacking and simulating how phase lines would be used (assuming US Army) without cluttering the game down to that micromanagement. No idea what it would do to the weapon system engagement ranges in the engine since the range-circles would now either be much bigger or non-circular.

I'm throwing this out for discussion on how to manage larger land-battles using the mechanisms in place now -- but without having the player either micromanage, or fall into the gamey "my stack is bigger than yours" thing.

Another point is the lack of land-relevant missions which might provide the same function. "Land Assault" where I could set the armor/mech into the mission with targets but then assign air defense artillery "as escorts" so they don't run up to the front line to use their rifles =)

Just a thought!

B
mikmykWS
Posts: 7185
Joined: Tue Mar 22, 2005 4:34 pm

RE: Thought around land-warfare.

Post by mikmykWS »

There is absolutely no logic for land units programmed into the formation editor and there really is a ton we need to do to approach the level of detail to do land warfare well. Right now these are just really good targets that do account for size, space between mounts, movement and some basic shooting. if somebody is being gamey with it I don't really care because it's doing what we intended it to.

I think we'd like to do Land warfare in the future and there a number of approaches we could take and we defitely appreciate your suggestions!

Thanks
JPFisher55
Posts: 589
Joined: Sat Nov 22, 2014 7:54 pm

RE: Thought around land-warfare.

Post by JPFisher55 »

Mike, if you do land warfare in the future, might I suggest a modern version of Steel Panthers 2. I loved that game and its technical accuracy was amazing and the subject of much discussion.
mikmykWS
Posts: 7185
Joined: Tue Mar 22, 2005 4:34 pm

RE: Thought around land-warfare.

Post by mikmykWS »

SPMBT is available at Shrapnel games. It's one of my favorites along with the originals.
magi
Posts: 1533
Joined: Sat Feb 01, 2014 1:06 am

RE: Thought around land-warfare.

Post by magi »

for a navel warfare simulation... i think what that game allows us to do now is really pretty amazing...... we can fight across the air and oceans... into the littorals... strike from the air and assault from the sea... destroy targets across the face of the earth.... darn... how cool is that....
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