Movement and Electric football units

The new Cold War turned hot wargame from On Target Simulations, now expanded with the Player's Edition! Choose the NATO or Soviet forces in one of many scenarios or two linked campaigns. No effort was spared to model modern warfare realistically, including armor, infantry, helicopters, air support, artillery, electronic warfare, chemical and nuclear weapons. An innovative new asynchronous turn order means that OODA loops and various effects on C3 are accurately modeled as never before.

Moderators: IronManBeta, CapnDarwin, IronMikeGolf, Mad Russian, WildCatNL, cbelva

Post Reply
markcab
Posts: 54
Joined: Sun Nov 15, 2015 1:50 am

Movement and Electric football units

Post by markcab »

Why do some units just refuse to flat out move in spite of orders and good readiness/moral etc? I have units that just sit there like the old electric football players and do nothing, same orders for over an hour or so. They weren't in dug in either.

Also, some units on "screen" mode end up withdrawing into the enemy.

Some units just don't want to live.
User avatar
CapnDarwin
Posts: 9525
Joined: Sat Feb 12, 2005 3:34 pm
Location: Newark, OH
Contact:

RE: Movement and Electric football units

Post by CapnDarwin »

There are delays to get moving. An hour seems odd. If you have a save file and a screen shot we can look at we'd like to check that out. As for the screenshot with the withdrawal, the unit appears to be opting for the higher cover hex over backing away into low cover. Stuff happen on the battlefield. [;)]
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
markcab
Posts: 54
Joined: Sun Nov 15, 2015 1:50 am

RE: Movement and Electric football units

Post by markcab »

Yeah, I figured part of it is friction.
Observe the MRB in the north.
pzgndr
Posts: 3682
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

RE: Movement and Electric football units

Post by pzgndr »

ORIGINAL: Capn Darwin

There are delays to get moving. An hour seems odd.

Anything more than 15-30 minutes for a platoon leader to start moving after receiving an order to move is odd. Others are noticing this too. I think the orders delay is a bit much, but so it goes. Oh well
Bill Macon
Empires in Arms Developer
Strategic Command Developer
User avatar
cbelva
Posts: 2217
Joined: Sat Mar 26, 2005 8:11 pm
Location: Nevada USA

RE: Movement and Electric football units

Post by cbelva »

The time delay represents more than just the orders execution by the platoon leader. It includes the time needed to pass the orders to the plt leaders thru company commanders etc. It can be affected by many different factors such as electronic interference, combat friction, even lost runners. Add those things to the 15 minutes allowed to the plt leader and you began to see the problem.

Now that being said, some of us on the team have been arguing to modify how orders are transmitted, received, and executed. There are times that the plt leader will see a situation and respond to it immediately (or better--quickly). We are discussing solutions to this and ways to add this into the game engine. Let's say the plt needs to move 500 or 1000 to be in a better situation (1 or 2 hexes). The plt leader should be able to do this quickly without much in the way of orders delays. However, to move greater distances would take more planning and would be outside the scope of the plt leaders options. That is when you would see the more serious delays where the orders are formulated and passed down thru the chain of command. Don't expect to see this in Red Storm. Unfortunately, we have pushed the Red Storm engine to it limit. We are however, looking at refining movement and delays in the new engine--if possible. There are no promises until it is done and we see how much magic Rob is able to do with the time allotted. The bottom line--even tho we like the orders delay in the game, we realize that it can be refined and made more realistic and flexible.
Charles Belva
On Target Simulations LLC
pzgndr
Posts: 3682
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

RE: Movement and Electric football units

Post by pzgndr »

I accept that it's not likely to improve in Red Storm. Standing by for C2 revisions in Southern Storm. It's all good.
Bill Macon
Empires in Arms Developer
Strategic Command Developer
User avatar
CapnDarwin
Posts: 9525
Joined: Sat Feb 12, 2005 3:34 pm
Location: Newark, OH
Contact:

RE: Movement and Electric football units

Post by CapnDarwin »

Delays from based on small in command range displacements will be much much shorter in the Southern Storm game engine. Our plan is to keep improving the games realism and fidelity as we go forward. [8D]
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
User avatar
HobbesACW
Posts: 508
Joined: Fri Feb 20, 2004 12:36 pm
Location: UK

RE: Movement and Electric football units

Post by HobbesACW »

ORIGINAL: Capn Darwin

Delays from based on small in command range displacements will be much much shorter in the Southern Storm game engine. Our plan is to keep improving the games realism and fidelity as we go forward. [8D]

This sounds great. I love the game but it often feels that once you are in a decent position trying to move even a small distance is asking for trouble due to the delay. The less orders you give the more it feels like you are watching a game play itself which can detract from the enjoyment. However I'm doing far better in the game than I thought I would - winning most scenarios after suffering a bloody nose at first. The more control given to the human player will make the AIs job even harder. At least with the game being semi-fictional the AI can be given somewhat realistic boosts if needed.
User avatar
CapnDarwin
Posts: 9525
Joined: Sat Feb 12, 2005 3:34 pm
Location: Newark, OH
Contact:

RE: Movement and Electric football units

Post by CapnDarwin »

The AI s not too shabby when it attacks now and it got a bit meaner in 11.2. In Southern Storm we will bring the defensive side of the game up to speed and also layer in more intelligence to the AI planning. Should be a lot of fun if we can make it all go. [;)]
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
markcab
Posts: 54
Joined: Sun Nov 15, 2015 1:50 am

RE: Movement and Electric football units

Post by markcab »

I'm playing "Hunting Bears" for the umpteenth time. I'm really liking how the AI doesn't "skyscraper" it's units anymore.
User avatar
CapnDarwin
Posts: 9525
Joined: Sat Feb 12, 2005 3:34 pm
Location: Newark, OH
Contact:

RE: Movement and Electric football units

Post by CapnDarwin »

If you are on 11.2 the AI is moving and pathing much better than before.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
Post Reply

Return to “Flashpoint Campaigns Classic”