Whats the logic behind VP?

Flashpoint Campaigns Southern Storm is a grand tactical wargame set at the height of the Cold War, with the action centered on the year 1989.

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shockk
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Whats the logic behind VP?

Post by shockk »

Why do you need to put a unit on top of the VP to control it, or the ai auto gets it?

Given alot of VP points cant be out in the middle of the open, why would anyone ever put a unit on them? Or how in some missions you have 10 ground units, and there a bunch of victory points. Some way behind your lines, you need to just forfeit one to watch the point that the ai has no chance to reach?

I just don't get why the ai should have control of all of these VP after losing 92% of their forces, and not being close to alot of them
2023-01-21 20_51_15-Westhausen (20 x 15 km).png
2023-01-21 20_51_15-Westhausen (20 x 15 km).png (4.91 MiB) Viewed 668 times
griffin115
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Re: Whats the logic behind VP?

Post by griffin115 »

Yes, I'd like to know the rules regarding victory points too. I had a victory point change sides in my favour yesterday when I did not cross the victory point but had several units in adjacent locations. I also had a victory point that was shared with the opposition (250 points each).
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CapnDarwin
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Re: Whats the logic behind VP?

Post by CapnDarwin »

VPs are object locations. During game play, a ground unit must pass over it to gain initial control. At the end of the game, usually via Sudden Death, based on time remaining and proximity to the objective of forces, the game calculates which side gains control or if a point is contested for no award to either side.
OTS is looking forward to Southern Storm getting released!

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WABAC
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Re: Whats the logic behind VP?

Post by WABAC »

shockk wrote: Sun Jan 22, 2023 4:15 am Why do you need to put a unit on top of the VP to control it, or the ai auto gets it?

Given alot of VP points cant be out in the middle of the open, why would anyone ever put a unit on them? Or how in some missions you have 10 ground units, and there a bunch of victory points. Some way behind your lines, you need to just forfeit one to watch the point that the ai has no chance to reach?

I just don't get why the ai should have control of all of these VP after losing 92% of their forces, and not being close to alot of them
2023-01-21 20_51_15-Westhausen (20 x 15 km).png
I don't know how they count the helos for control, but it sure looks like you ought to have two contested hexes at least. Is it safe to assume you are playing with the latest update? If you have a save, post it in tech support. and see if you get a more detailed answer.
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CapnDarwin
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Re: Whats the logic behind VP?

Post by CapnDarwin »

Air units do not influence VP control.
OTS is looking forward to Southern Storm getting released!

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shockk
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Re: Whats the logic behind VP?

Post by shockk »

turns out i wasn't on the newest version, which solved the VP auto switching to the ai. I guess either it was recently patched or the game doesn't install the newest version when installing?
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CapnDarwin
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Re: Whats the logic behind VP?

Post by CapnDarwin »

The December update fixed the swapping bug with split-cost VPs.
OTS is looking forward to Southern Storm getting released!

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WABAC
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Re: Whats the logic behind VP?

Post by WABAC »

shockk wrote: Mon Jan 23, 2023 5:02 am turns out i wasn't on the newest version, which solved the VP auto switching to the ai. I guess either it was recently patched or the game doesn't install the newest version when installing?
Glad to hear it's working for you. Check out the roadmap thread if you haven't already: https://www.matrixgames.com/forums/view ... 9&t=391814 These devs love to do patches.
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