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Sorry...but had to bring it up again...

Posted: Mon Oct 02, 2006 12:39 pm
by JudgeDredd
Now that I am getting into your scenario editor, I am realising the lack of a kind of "drop zone/landing zone" task is noticable.

I would like to add to my scenario an objective for the allies to hold an airfield. That same objective would have to be captured by the axis. So that's the task taken care of, but in addition, rather than a "points" task, I would like to specify the importance of this objective by allowing/dissallowing reinforcements for the axis units.

This makes it imperative for the axis to take and hold this objective in order to receive their reinforcements and therefore make their task easier. It also means the allies must hold this objective in order to prevent the axis reinforcements, thus inviting less pressure on their already over extended defensive line.

I know you can't do it, and I know, if it's not already on the wish list (I bet it is, and I bet it's pretty far down), then I would like to see it added at some point.

From a scenario design pov, it doesn't seem that difficult. In the reinforcements tab, setting a condition of arrival to "Objective X is firnedly" would cover it for the most part. I know there is more to it in programming terms so I won't get involved there....I would just like to see it on the list. Nothing too extravagant...the ability to do this simply would be a start

I've wanted to do this kind of task in several wargames over the years, and no-one has provided the ability to do so.

Thx

RE: Sorry...but had to bring it up again...

Posted: Mon Oct 02, 2006 12:59 pm
by Arjuna
Billy,
 
Here you go mate. It's now official.
 
TT3166 - SM - AI - UI - Option to Prevent Arrival of Reinf at Objective if Enemy Controlled
 
As with  most ideas that appear simple, you are correct in summising that there is more involved. Not only do we need a checkbox in the Secure Task data for objectives placed in the SM, but we also need changes within the Game.
 
First we need to modify the ReinfArrivalEvent code that will check for the checkbox and the current mapControl. Then, if it is checked and the enemy do control the arival location we need to decide whether the reinf is lost for good or is rescheduled. If rescheduled, for how long and how many times can it be rescheduled? What is the delay between reschedules? Is it automatically rescheduled or is their a chance they arrive regardless? If so what is the probability and the factors affecting it? How big an effect do they have?
 
Then we need to add some report messages that advise the player that his reinf is either lost or rescheduled and if rescheduled when for ( and do we also want to allow for the option of a different arrival location and how do we specify where that is? Oops sorry I digress! [;)] ). We also need to change the Reinf list to indicate to the player that a particular reinf may be deleted or delayed if the enemy control the arrival location. Plus some indication in the Objective List to indicate likewise.
 
But there is more required. We will need some way to highlight those objectives for whom this applies that at present the enemy controls the area. At present we do not display the mapControl state of each location on the map. It is not the same as whether an objective is achieved or not.
 
I'm sure some other considerations will come to mind over the next few days, but at least we have got the process underway. [:)]

RE: Sorry...but had to bring it up again...

Posted: Mon Oct 02, 2006 1:02 pm
by HansBolter
YaY!

The following is what we need to prevent:

The first battallion of the 100th mountain regiment landed on Qrendi airfield right on top of three battalions of British troops, coming in at full strength and with no discernable period of disorganization promptly started to chase the Brits off the airfield. Now thats what I call STORMING an objective. As I pointed out in a prior thread, I think we still need some work on the effects of airlanding on an enemy occuppied or fireswept airfield.

RE: Sorry...but had to bring it up again...

Posted: Mon Oct 02, 2006 1:07 pm
by Arjuna
HansBolter,
 
As I said before, this ( paras reorging on drop ) is something we have addressed in the patch.

RE: Sorry...but had to bring it up again...

Posted: Wed Oct 04, 2006 2:57 pm
by Vance
( and do we also want to allow for the option of a different arrival location and how do we specify where that is? Oops sorry I digress! )

No, your are not, that is exactly what I wanted to ask for.

In Holland in 1940 the Germans tried to land planes at Ypenburg before the airfield had been taken by the paratrooper. As a result, the airfield was quickly blocked by 17 burning airplain wrecks. As a result the follow on forces landed elsewhere on highways and in fields. They got scattered and weren't an effective fighting force anymore.

If I want to simulate this in a scenario, either all reinforcements land at the airfield or land scattered. If the Germans don't control the airfield and all reinforcements arive there the complete force gets shot up (assuming the reorg after land bug is fixed), which didn't happen in real life (they landeded elsewhere). And the other way round, if the reinforcements land scattered even if the airfield is in German hands, this is not what would have happened if the Germans would have captured the airfield in real life.

I don't think alternative locations have to be presented to the user. If the alternative locations are used, then the landing plan is screwed up and the landings are ad hoc, which you weren't prepared behorehand. Perhaps some remarks can be made in the scenario briefing about the consequence of not capturing the airfield.

It would be nice if this was possible in the scenario editor, but I understand that this isn't an easy thing to implement.