SOP Presets

Master grand tactical combat as a Cold War force commander in this data-rich simulation. Plan and issue orders in asynchronous WEGO turns, leveraging real-world maps and complex features like Electronic Warfare and Air Assaults to outthink your enemy.

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MauriceB
Posts: 74
Joined: Thu Nov 07, 2024 6:53 pm

SOP Presets

Post by MauriceB »

Are the labels for the preset SOP's just that, a label? Or is there internal logic (code) that affects unit behaviour besides what we see on the SOP screen.

While we're at it: If I plot a movement with multiple waypoints, is there a "orders delay" at each waypoint or is it just as fast as a single waypoint at the end (that ends up using the exact same route).

Thanks for a great game, btw!
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WildCatNL
Posts: 921
Joined: Fri Mar 27, 2009 5:21 pm
Location: Eindhoven, the Netherlands

Re: SOP Presets

Post by WildCatNL »

MauriceB wrote: Sat Nov 29, 2025 3:04 pm Are the labels for the preset SOP's just that, a label? Or is there internal logic (code) that affects unit behaviour besides what we see on the SOP screen.
They are labels for short-hands. To help new (and experienced) players make a quick choice what SOP settings to change to match intended behavior.
MauriceB wrote: Sat Nov 29, 2025 3:04 pm While we're at it: If I plot a movement with multiple waypoints, is there a "orders delay" at each waypoint or is it just as fast as a single waypoint at the end (that ends up using the exact same route).

Thanks for a great game, btw!
Orders delay applies to the first waypoint of the chain. There is a also a transition delay when the unit switches from, say, movement, to a static posture.
William
On Target Simulations LLC
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