Engagement Area concept

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Deathtreader
Posts: 1058
Joined: Tue Apr 22, 2003 3:49 am
Location: Vancouver, Canada.

Engagement Area concept

Post by Deathtreader »

Hi,

I know the editor allows a designer to specify units as inactive (until triggered) when the intent is to keep units in a specific area. A good feature. But not so good is the AI's tendency to go haring off to another location on the map usually with a view to attack the enemy and claim VP's. A good offence is the best defence as they say. But this may not be the designers intention. Perhaps an additional ability to restrict the newly activated/triggered unit(s) to a specific area of the map could be invoked. May not move beyond column X and row Y for example or something like the initial game setup restrictions to a specific area could be used.

Just a thought.....

Comment?

Rob.
So we're at war with the Russkies eh?? I suppose we really ought to invade or something. (Lonnnng pause while studying the map)
Hmmmm... big place ain't it??
- Sir Harry Flashman (1854)
IronMikeGolf
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Joined: Fri Mar 19, 2010 7:53 pm

RE: Engagement Area concept

Post by IronMikeGolf »

We've had discussions about exactly what maneuver and fire control measure we can and will implement in the next version of the game engine. What you describe is one of the measures.
Jeff
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Deathtreader
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Joined: Tue Apr 22, 2003 3:49 am
Location: Vancouver, Canada.

RE: Engagement Area concept

Post by Deathtreader »

ORIGINAL: Iron Mike Golf

We've had discussions about exactly what maneuver and fire control measure we can and will implement in the next version of the game engine. What you describe is one of the measures.

Good to know!

Thanks!
So we're at war with the Russkies eh?? I suppose we really ought to invade or something. (Lonnnng pause while studying the map)
Hmmmm... big place ain't it??
- Sir Harry Flashman (1854)
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