Ground Forces

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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goulash
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Ground Forces

Post by goulash »

I know this may be too much to ask for but I was wondering all the same (Pushing my luck):-

Infantry units from opposing sides = do they engage each other from suitable ranges etc as I cannot seem to get this to work.

I had a play in the editor and placed 1 USA Seal Team vs 1 Spetnatz but they did not really engage each other that well :( e.g. I think they had to be 40mtrs then Spetnatz seemed to use explosives.

I then did USA inf vs Russia Inf and they never even made a shot at each other and just ran round each other like indians.

Maybe myself expecting detailed ground force engagements is a tad too much to ask for and I understand that.

I just wanted to get a scenario where a UK inf was getting surrounded and supressed by the taliban and a A10 comes to the rescue. Would have been really nice to see the little machine guns popping off etc :)

Anyway, does this game engine actually have the ability for the ground combat to be represented more accurately in future DLC expansion.

Again maybe I never set things up correctly so please feel free to direct me to a scenario that better shows off ground force engagements :)
Geckomeister_MatrixForum
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RE: Ground Forces

Post by Geckomeister_MatrixForum »

+1
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ExMachina
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RE: Ground Forces

Post by ExMachina »

I think right now, ground forces in Command are more like operational "cargo" for the air/naval forces that are at the heart of the game.

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Primarchx
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RE: Ground Forces

Post by Primarchx »

Ground units in Command have some good functionality but there's still a long way to go. For now I think of then as "Targets with Benefits", to steal a phrase. Keep experimenting, though, as you can get good effects from them when implemented in a certain way.
bvoid
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RE: Ground Forces

Post by bvoid »

I engaged some terrorist infantry with a spec ops team. There was lots of spam about 7.62mm machinegun fire in the message log. The team seemed to run out of ammo after about 1 minute, without seeming to damage the enemy.
Maesphil74
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RE: Ground Forces

Post by Maesphil74 »

ORIGINAL: bvoid

The team seemed to run out of ammo after about 1 minute, without seeming to damage the enemy.
I didn't realise the Belgian Army was modelled as well [:D]
Phil
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Primarchx
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RE: Ground Forces

Post by Primarchx »

Yeah, infantry on infantry action leaves much to be desired. But put a Bradley in their and watch that platoon get chewed up!
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EUBanana
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RE: Ground Forces

Post by EUBanana »

[:(]

Sucks. It'd be nice to have infantry able to fight other infantry.

Doesn't have to be fancy or hyper realistic or anything.
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thewood1
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RE: Ground Forces

Post by thewood1 »

Frankly, this is a naval sim. I think keeping the ground war basic until the naval stuff is worked out is best for now.
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ExMachina
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RE: Ground Forces

Post by ExMachina »

Frankly, this is a naval sim. I think keeping the ground war basic until the naval stuff is worked out is best for now.

Agree. I'd rather that the devs first spent time on refining the naval game. IMHO, the ground ops are already a bonus feature.
Banquet
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RE: Ground Forces

Post by Banquet »

I'm still a bit confused by ground forces. I thought I'd read somewhere that the lack of ground forces meant they couldn't do a full Falklands scenario, but I loaded up Operation Vantage and see lots of ground forces. I even seem to have them aboard a task force. If I am supposed to land them, could a full Falklands scenario not be done?
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Primarchx
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RE: Ground Forces

Post by Primarchx »

In many cases Ground Forces are targets to your ships and planes. In doing a full up Falklands invasion I would utilize a high degree of abstraction by utilizing the Event Editor instead of depending on Ground Forces to actually be effective against each other in a coherent manner at this point.
goulash
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RE: Ground Forces

Post by goulash »

Yes the ground are indeed a bonus feature but I will tell you know, I will pay another £60 to have them accurately simulated in the game also :)
Banquet
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RE: Ground Forces

Post by Banquet »

ORIGINAL: goulash

Yes the ground are indeed a bonus feature but I will tell you know, I will pay another £60 to have them accurately simulated in the game also :)

+1 - even to have a relatively basic but functional ground war would be great
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Primarchx
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RE: Ground Forces

Post by Primarchx »

My opinion is the Devs need to get the air and naval components singing in harmony before moving on to making boots on the ground march. That said, I believe D has mentioned there's some ideas about improving the ground game.
Banquet
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RE: Ground Forces

Post by Banquet »

ORIGINAL: Primarchx

My opinion is the Devs need to get the air and naval components singing in harmony before moving on to making boots on the ground march. That said, I believe D has mentioned there's some ideas about improving the ground game.

Agreed
$trummer
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RE: Ground Forces

Post by $trummer »

ORIGINAL: Primarchx

In many cases Ground Forces are targets to your ships and planes. In doing a full up Falklands invasion I would utilize a high degree of abstraction by utilizing the Event Editor instead of depending on Ground Forces to actually be effective against each other in a coherent manner at this point.
Wise words, worth heeding.
mikmykWS
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RE: Ground Forces

Post by mikmykWS »

HI Guys,

The land combat model is light but they will shoot at each other. The objective for version one is to make them great targets which they are because:

1) They move and speed is impacted by changes in elevation as well as unit type.
2) They can shoot if their weapons have the capabilities. SSM's and artillery systems are strike weapons and many have been modeled.
3) We designed many units using an aimpoint system (mount). What this means is we're not just looking at damage point values but also that a specific aimpoints within are hit. What this means to you is that you won't kill a 4 tank platoon with 3 hellfires.

In terms of our vision of ground units in the future we would like to do a deeper land combat model so that the calculations of armored land units shooting at each other are much more detailed, the ai involved is more suited to land units and complete a amphibious model. We view this work as pretty much writing another game within the game and we want to take the time to get it right. Its going to be awhile and might fall after a few things on our list but I want it [:)]
MikeGER
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RE: Ground Forces

Post by MikeGER »

ORIGINAL: Banquet
ORIGINAL: goulash

Yes the ground are indeed a bonus feature but I will tell you know, I will pay another £60 to have them accurately simulated in the game also :)
R
+1 - even to have a relatively basic but functional ground war would be great

+1

...is there actually a 'data exchange' between an Artillery piece placed on the map (no mision assigned) and -lets say-a Firebase with 105 howitzer and Little Bird or Recon Inf. in the boonies?

Does the artillery start shelling a valid target, after a while, that another unit has got a good fix on ?
(i was able manualy to get OPFOR shelled after i had found the enemy with a patroling chopper)
smudge56
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RE: Ground Forces

Post by smudge56 »

I've been away for last 4 days. So apologies for replying now. It would be nice to eventually see improvements to ground combat especially for scenarios like the Falklands. Keep up the great work guys.
AKA - Smudge
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