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Some movement comments

Posted: Sun May 22, 2011 5:04 pm
by MarkShot
It would be nice if there were some movement options like "maintain formation" or "move in column". This would simplify open field movement and road movement especially when combined with waypoints.

Isn't it a little odd when bounding that the platoon leader takes the point and the rest of platoon performs overwatch? You would think it would be the other way around?

Using a single platoon it is very hard to read utilize terrain and manually set up movement and overwatch. Mainly because the whole platoon wants to do one thing. In CM is was much easier to do fire a support with a single platoon.

Well, I am still learning.

It would be nice when cycling keys like for unit size, pathing, foliage, ... if you received a visual confirmation of the current setting.

Thanks.

RE: Some movement comments

Posted: Sun May 22, 2011 5:11 pm
by MarkShot
I think someone mention the ability to add pauses or delays as a nice feature.

I concur.

I have this terrible queasy feeling about the way my platoon is bounding. I see all 30 of them or so getting wiped out if a single arty round should hit at exactly the wrong moment.

RE: Some movement comments

Posted: Sun May 22, 2011 5:18 pm
by Mobius
ORIGINAL: MarkShot
Isn't it a little odd when bounding that the platoon leader takes the point and the rest of platoon performs overwatch? You would think it would be the other way around?
I agree, it should be the other way. And the bounding key should go gray if there is only one element that can move in a platoon.

RE: Some movement comments

Posted: Sun May 22, 2011 5:22 pm
by junk2drive
You can simulate bound by using Engage>Move, then changing some of the units to Engage>Hold. You won't be able to move them again until the orders phase, unless you are playing without reaction phase.

Edit: Or adjust the overwatching units movement line to very short.

RE: Some movement comments

Posted: Sun May 22, 2011 5:28 pm
by MarkShot
Yep, I am playing Force:60. BTW, I completed reading the manual yesterday (half skimming). There wasn't much about how Force:60 impacts game play options, mechanics, and scenarios balance. Pretty much everything is written from the 40-40 perspective. I am sorry, but 1 min intervals is too ingrained after all these years. I didn't like the whole reaction phase concept, and I was excited by the option to play minute by minute. But I wish I had a better sense of what it means to me. :)

RE: Some movement comments

Posted: Sun May 22, 2011 5:35 pm
by junk2drive
The impact is that you will not be able to make adjustments at 40 seconds of an 80 second turn.

For 60 seconds you will watch the TacAI do its thing, powerless to stop an Oh Shxxt moment.

RE: Some movement comments

Posted: Sun May 22, 2011 5:36 pm
by rickier65
ORIGINAL: Mobius
ORIGINAL: MarkShot
Isn't it a little odd when bounding that the platoon leader takes the point and the rest of platoon performs overwatch? You would think it would be the other way around?
I agree, it should be the other way. And the bounding key should go gray if there is only one element that can move in a platoon.

The units of a Platoon that start the bound movement is randomized. The player doesn't get to choose, but it isn't always the CO tank that starts.

Thanks
rick

He he ... I brought this up 2 years ago

Posted: Sun May 22, 2011 5:42 pm
by MarkShot
This seems a bit silly to me.

I get 3 squads in buildings. I want to sprint one to another building. So, first I need to dismount everyone. Then, I need to order a rush. Then, remount the other two squads.

Additionally, if I understand the mechanics correctly. The two remounted squads won't shoot because they are rushing? Or will they shoot because, they complete their rush a default to defend? (I sure hope so.)

But anyway to dismount/mount thing so that I can get just one squad to move doesn't seem UI ergonomic to me.

Thanks.

RE: He he ... I brought this up 2 years ago

Posted: Sun May 22, 2011 5:49 pm
by Mad Russian
Now you see why we are going to redo the infantry combat model. There are things in there that need to be 'corrected'.

Good Hunting.

MR

RE: He he ... I brought this up 2 years ago

Posted: Sun May 22, 2011 6:02 pm
by junk2drive
Use the hotkey Z to make it quicker. And cycle units with the >

RE: He he ... I brought this up 2 years ago

Posted: Sun May 22, 2011 6:40 pm
by Mobius
ORIGINAL: MarkShot
This seems a bit silly to me.
I get 3 squads in buildings. I want to sprint one to another building. So, first I need to dismount everyone. Then, I need to order a rush. Then, remount the other two squads.

Additionally, if I understand the mechanics correctly. The two remounted squads won't shoot because they are rushing? Or will they shoot because, they complete their rush a default to defend? (I sure hope so.)
But anyway to dismount/mount thing so that I can get just one squad to move doesn't seem UI ergonomic to me.
They should go to defend posture if they don't move and the platoon orders are Rush. Right now the only way to Rush a single non-HQ squad is to order the entire platoon to also rush. This needs the platoon HQ to be dismounted so it can Rush. Then afterwards mount the HQ back up. (Particularly upsetting if a squad got left behind by its speeding transport.) We haven't devised a logical way to smoothly handle it yet. Other than letting all squads have their own orders and run about without C2.

The Engage Order is meant to allow individual movement of squads while some others don't move. It is not as fast as a rush but troops aren't as vulnerable either.

RE: He he ... I brought this up 2 years ago

Posted: Sun May 22, 2011 6:46 pm
by MarkShot
Well, these issues are coming up 'cause I am redoing boot camp again. However, I am expecting that playing full scale battles should shift the emphasis from micro managing 10 guys to the bigger picture ... and all this stuff should matter less.

I mean like no one owns or plays HTTR/COTA/BFTB to spend their time giving commands to a single company ... but, of course, you need to understand the mechanics and know how to do it before you can play the big game.

RE: He he ... I brought this up 2 years ago

Posted: Sun May 22, 2011 6:47 pm
by rickier65
ORIGINAL: MarkShot

....Additionally, if I understand the mechanics correctly. The two remounted squads won't shoot because they are rushing? Or will they shoot because, they complete their rush a default to defend? (I sure hope so.)

But anyway to dismount/mount thing so that I can get just one squad to move doesn't seem UI ergonomic to me.

Thanks.

You understand the current mechanics, and no, they won't fire during the subsequent phase. this is one of the situations that we want to rework the Orders system to handle. you can use the Engage--> Hold, and Engage --> Move to do what you want, but not the rush order.

Thanks
rick

RE: He he ... I brought this up 2 years ago

Posted: Sun May 22, 2011 7:20 pm
by Mobius
ORIGINAL: Rick

ORIGINAL: MarkShot

....Additionally, if I understand the mechanics correctly. The two remounted squads won't shoot because they are rushing? Or will they shoot because, they complete their rush a default to defend? (I sure hope so.)

But anyway to dismount/mount thing so that I can get just one squad to move doesn't seem UI ergonomic to me.

Thanks.

You understand the current mechanics, and no, they won't fire during the subsequent phase. this is one of the situations that we want to rework the Orders system to handle. you can use the Engage--> Hold, and Engage --> Move to do what you want, but not the rush order.

Thanks
rick
That's incorrect. They will fire as if they are Defending. 'Rushing' will be listed as their action however until the next phase. Any other sub units can remain mounted in their houses while you give the HQ unit its orders. They will be set to Defend. The HQ has to be unmounted to give a Rush order to a subunit to make it Rush. Then he can remount.

RE: He he ... I brought this up 2 years ago

Posted: Sun May 22, 2011 8:24 pm
by rickier65
ORIGINAL: Mobius
ORIGINAL: Rick

ORIGINAL: MarkShot

....Additionally, if I understand the mechanics correctly. The two remounted squads won't shoot because they are rushing? Or will they shoot because, they complete their rush a default to defend? (I sure hope so.)

But anyway to dismount/mount thing so that I can get just one squad to move doesn't seem UI ergonomic to me.

Thanks.

You understand the current mechanics, and no, they won't fire during the subsequent phase. this is one of the situations that we want to rework the Orders system to handle. you can use the Engage--> Hold, and Engage --> Move to do what you want, but not the rush order.

Thanks
rick
That's incorrect. They will fire as if they are Defending. 'Rushing' will be listed as their action however until the next phase. Any other sub units can remain mounted in their houses while you give the HQ unit its orders. They will be set to Defend. The HQ has to be unmounted to give a Rush order to a subunit to make it Rush. Then he can remount.

Mobius is of course correct, though I did have to test it to satisfy myself that they did indeed fire.

thanks!
Rick

RE: He he ... I brought this up 2 years ago

Posted: Sun May 22, 2011 8:26 pm
by Mobius
ORIGINAL: Rick

ORIGINAL: Mobius
ORIGINAL: Rick




You understand the current mechanics, and no, they won't fire during the subsequent phase. this is one of the situations that we want to rework the Orders system to handle. you can use the Engage--> Hold, and Engage --> Move to do what you want, but not the rush order.

Thanks
rick
That's incorrect. They will fire as if they are Defending. 'Rushing' will be listed as their action however until the next phase. Any other sub units can remain mounted in their houses while you give the HQ unit its orders. They will be set to Defend. The HQ has to be unmounted to give a Rush order to a subunit to make it Rush. Then he can remount.

Mobius is of course correct, though I did have to test it to satisfy myself that they did indeed fire.

thanks!
Rick
So did I. [:)]