Terrain modifiers due to weather

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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Zumwalt_446
Posts: 189
Joined: Mon Feb 18, 2019 3:29 am

Terrain modifiers due to weather

Post by Zumwalt_446 »

As (fairly) recent events have shown, the same terrain can offer vastly different mobility in different weather conditions (hot & dry, rain, snow, etc.). I think it would be interesting (if perhaps a heavy lift) to add a feature that modifies the "base" terrain characteristics based on weather conditions in a given scenario; for example, a field hex could offer reasonable mobility in good weather but significantly degraded mobility in rainy conditions. This would allow for capturing effects like the "rasputitsa" in Eastern Europe that have historically & currently had a major tactical/operational impact.

In the current state, this could certainly be accomplished by multiple map variants of the same geographical region under different weather conditions, but this would involve a large amount of duplicated effort and would likely complicate scenario setup. But, again, I'm not sure how easy it would be to add a weather-determined modifier on top of the existing map values.
SgtZdog
Posts: 232
Joined: Sat Aug 26, 2023 3:05 pm

Re: Terrain modifiers due to weather

Post by SgtZdog »

It's definitely something we'd like to do, but yeah, it's a bit of a lift. As you note, the terrain values are baked into the map data, so we'd have to make duplicate maps and then have code to handle switching the map according to the rolled weather. Adding into this, the game generally takes place in the summer, so maps with snow or mud don't make as much sense for the built in maps. Realistically, the map used should be congruent with the narrative of the scenario, so maps matching the weather is more a feature for if we wanted to support truly random battles than the current scenario focused design. But certainly if someone wants to make their own maps, the game will handle it with those different values!
Kevin
Programmer at On Target Simulations
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