Airport Layouts and traffic choke points

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Knightpawn
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Joined: Mon Dec 02, 2024 12:28 pm

Airport Layouts and traffic choke points

Post by Knightpawn »

Does the game understand chokepoints in an airport's layout? For example this particular airport (see picture) has 5 access points. The way it is laid out however it seems that two of them (1 & 5) are choke points (i.e. if destroyed no plane can have access to either runway or to other access points.

Does the AI understand this and will it "behave" accordingly? In other words, if I destroy these two APs, do I close the airport until it is repaired?
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SunlitZelkova
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Re: Airport Layouts and traffic choke points

Post by SunlitZelkova »

I may be missing something here but it looks like there are clearly two other access points besides the ones you marked as choke points.

But anyways, CMO does not have the capability to do such a thing "stock." You can make it do that by setting up an event with Lua whereby after the particular runway access points receive a large amount of damage (not destroyed, which in my experience is effectively impossible to do with conventional weapons) the other runway access points are deleted or receive an equal amount of damage.

Because the amount of time to repair a runway after it is destroyed is going to be a static affair (it isn't like aircraft where repair times vary by damage, the runway is just straight up destroyed) you could then set up an event to spawn back in the runway access points and add them to the group (the latter... I think, not sure for sure as I'm not uber savvy with Lua).

There are indeed some places in the world where this kind of thing matters. In particular, Naha Air Base in Okinawa has recently had a second runway built on reclaimed land by the shore, and it is connected to the main airport only by a thin piece of land with two taxiways. However, IMO that kind of thing is too rare to justify adding a built in function to have the game disable air bases that way. It is the kind of specialized thing that Lua is in CMO for.
"One must not consider the individual objects without the whole."- Generalleutnant Gerhard von Scharnhorst, Royal Prussian Army
Kushan04
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Re: Airport Layouts and traffic choke points

Post by Kushan04 »

SunlitZelkova wrote: Sun Nov 16, 2025 6:36 pm However, IMO that kind of thing is too rare to justify adding a built in function to have the game disable air bases that way. It is the kind of specialized thing that Lua is in CMO for.
We discussed more detailed air base ops a few years ago, specifically carrier deck ops. In the end we decided it was below the scale that Command is best at.

As a mental exercise, I’ve thought about what the UI for detailed air base ops might look like a few times. I couldn’t come up with any better idea then a convoluted mess, the visual representation of the issues with Lua you described.
Quixotic1917
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Joined: Fri Oct 25, 2024 11:30 pm

Re: Airport Layouts and traffic choke points

Post by Quixotic1917 »

Whenever I set up an airport that's intended to be attacked, I always winnow down the number of runway access points to only represent the "choke point" access points, I just leave the redundant ones out so only the ones that would deny access to the runway if attacked are in the airport group.
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