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RE: Potential Secure Objectives Bug

Posted: Sun Feb 02, 2014 8:08 pm
by RangerX3X
Would not the intel filter come into play here in observing this behavior? There could be units within the perimeter that have not been spotted recently whose sighting age has expired past what his “Recent” setting in the image above would still report.

RE: Potential Secure Objectives Bug

Posted: Mon Feb 03, 2014 12:01 am
by davidx
Hello,

Continuing to examine post 36 figure, Bullingen and Murringen, also do not activate as victory conditions until D2 16:00 and D2 10:00, but the show up controlled as indicate by the green highlight. Attached is a close up of Bullingen at D2 06:04 with the victory control marker highlighted.

PS. the figure in post 36 is a surrender to examine the friendly and opposing forces in detail.


regards,




Image

RE: Potential Secure Objectives Bug

Posted: Mon Feb 03, 2014 10:28 am
by simovitch
ORIGINAL: davidx

PS. the figure in post 36 is a surrender to examine the friendly and opposing forces in detail.
This looks like the a bug that I thought we had squashed, where a single small unit can deny the VP location. If you can post a save to this thread or send it to Arjuna, we can check it out.

Edit: According to Dave there is an additional condition that players should be made aware of regarding hold-outs effecting control near a victory location... there is also an additional condition in that there is not enemy at the location of the objective - ie within 300m. IIRC I added this to prevent objectives flipping to achieved and then the force moving on leaving the enemy still at the objective.

So you need to dislodge the holdouts at least away from the proximity of the "flag"

RE: Potential Secure Objectives Bug

Posted: Mon Feb 03, 2014 5:08 pm
by vandorenp
ORIGINAL: Arjuna

re the combat power. Miquel has given some insight into the calculation of combat power but this needs to be distinguished from the way we display combat power in the Unit Info Box on the unit counters. Because of space constraints we chose to use a simple one digit scheme to represent it. So a CP of 0 is the base amount, a value of 1 is twice as strong as 0. A value of 2 is twice as strong as 1 and a value of 3 is twice as strong as 2 etc. These are just rough order of magnitude indicators. For the purposes of the control of victory locations we do a more in depth assessment.
Since fans of the game have difficulty reconciling the player guide to the game circumstances I suggest that the game objective graphics be more informative. Players should not be left wondering "what the heck". I suggest two possibilities.

when players select an objective a window pops up with the current ratio and perhaps the ratio that would result if the nearest enemy unit enters the objective.

or

When viewing the objectives list and picking an objective you also get this information.


RE: Potential Secure Objectives Bug

Posted: Mon Feb 03, 2014 5:13 pm
by dazkaz15
ORIGINAL: vandorenp

Since fans of the game have difficulty reconciling the player guide to the game circumstances I suggest that the game objective graphics be more informative. Players should not be left wondering "what the heck". I suggest two possibilities.

when players select an objective a window pops up with the current ratio and perhaps the ratio that would result if the nearest enemy unit enters the objective.

or

When viewing the objectives list and picking an objective you also get this information.


What an excellent idea!
Well done mate [:)]

RE: Potential Secure Objectives Bug

Posted: Mon Feb 03, 2014 10:37 pm
by vandorenp
ORIGINAL: dazkaz15
What an excellent idea!
Well done mate [:)]
Thanks. i have come to the conclusion the game ought to talk to the player more and eliminate the "What the heck" player experiences. Even if it has to make stuff up.

Sniper just killed lead company commander.

Lead company commander just went insane and shot himself.

lead company commander relieved by battalion commander.

Leaders confused about the direction to take.

Commanders and staff are arguing over what to do.

MP's misdirected the column.

ETC ETC.

RE: Potential Secure Objectives Bug

Posted: Wed Feb 05, 2014 7:28 am
by dazkaz15
Slightly off topic, but another example of missing but useful information in game would be the time of the daily or twice daily resupply from the SEP.
At the moment, without diving into the Scenario maker there is no way of knowing if you are going to get a once daily resupply, or a twice daily one.

RE: Potential Secure Objectives Bug

Posted: Wed Feb 05, 2014 7:37 pm
by BletchleyGeek
ORIGINAL: vandorenp
Lead company commander just went insane and shot himself.

That would replace the "what the heck" by a "what the f*ck" I think.

RE: Potential Secure Objectives Bug

Posted: Wed Feb 05, 2014 9:49 pm
by jimcarravall
ORIGINAL: vandorenp

ORIGINAL: Arjuna

re the combat power. Miquel has given some insight into the calculation of combat power but this needs to be distinguished from the way we display combat power in the Unit Info Box on the unit counters. Because of space constraints we chose to use a simple one digit scheme to represent it. So a CP of 0 is the base amount, a value of 1 is twice as strong as 0. A value of 2 is twice as strong as 1 and a value of 3 is twice as strong as 2 etc. These are just rough order of magnitude indicators. For the purposes of the control of victory locations we do a more in depth assessment.
Since fans of the game have difficulty reconciling the player guide to the game circumstances I suggest that the game objective graphics be more informative. Players should not be left wondering "what the heck". I suggest two possibilities.

when players select an objective a window pops up with the current ratio and perhaps the ratio that would result if the nearest enemy unit enters the objective.

or

When viewing the objectives list and picking an objective you also get this information.

Good idea, except the "objectives" are an abstraction of what the operational commander normally would have to address based on his / her analysis of the battle space and the situation friendly troops face if that battle space isn't controlled effectively.

A commander doesn't secure a critical road intersection because it's worth "50-victory points", but because denying the enemy the ability to pass through that intersection deters the enemy from interdicting supply routes to friendly troops, or the capability of maneuvering reserves to counteract friendly moves.

Perhaps explaining why the objective was rated at a specific VP value is more important than explaining in detail what affects an ability to control it based on enemy placement.

The issue isn't so much how hard it might be to take an objective, but how important securing that objective is to the operational plan.