HQ radio activity

The new Cold War turned hot wargame from On Target Simulations, now expanded with the Player's Edition! Choose the NATO or Soviet forces in one of many scenarios or two linked campaigns. No effort was spared to model modern warfare realistically, including armor, infantry, helicopters, air support, artillery, electronic warfare, chemical and nuclear weapons. An innovative new asynchronous turn order means that OODA loops and various effects on C3 are accurately modeled as never before.

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CptHowdy
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HQ radio activity

Post by CptHowdy »

read the manual and just noticed this feature. very cool that it is modeled. since I have no background in the military what would be a reasonable rate of chatter? I know it depends on scenario size, how many units, whether the action is hot and heavy or it's the calm before the storm. is there any way to cut down on chatter besides not giving a lot of orders? if you have a high number per hour will your reaction times decrease since there are so many messages to filter or it just gets lost? thanks.
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Mad Russian
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RE: HQ radio activity

Post by Mad Russian »

NATO units were legendary for the amount of radio traffic they produced. The Soviet forces were very much less 'tied to a radio'.

This is simply a difference in doctrines. NATO forces are trained to be able to change their orders as the situation changes around them. Soviet forces are trained to follow a set battle drill.

The only way to reduce radio chatter is to reduce the use of radios to issue orders.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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fvianello
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RE: HQ radio activity

Post by fvianello »

(This is probably written in the manual but I don't have it right now...
Does it mean that the more orders you give, the longer you'll have to wait before the next order phase because the overall HQ radio traffic increased?
H. Barca,
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nukkxx5058
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RE: HQ radio activity

Post by nukkxx5058 »

ORIGINAL: Mad Russian

The only way to reduce radio chatter is to reduce the use of radios to issue orders.

And how can we do that concretely in the game ?
Winner of the first edition of the Command: Modern Operations COMPLEX PBEM Tournament (IKE) (April 2022) :-)
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CapnDarwin
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RE: HQ radio activity

Post by CapnDarwin »

Basically making fewer orders or adjustments to way points. Also a good idea to move HQs occasionally to avoid getting hit by arty fire.
OTS is looking forward to Southern Storm getting released!

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On Target Simulations LTD
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nukkxx5058
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RE: HQ radio activity

Post by nukkxx5058 »

Wow ! I would not have suspected this might play a role !
Good to know :-)
I was constantly adjusting waypoints and reissue orders ... [:D]
Winner of the first edition of the Command: Modern Operations COMPLEX PBEM Tournament (IKE) (April 2022) :-)
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Mad Russian
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RE: HQ radio activity

Post by Mad Russian »

When you start to feel like the scenarios are too easy...

Select to play with limited orders. That's an entirely different universe.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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cbelva
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RE: HQ radio activity

Post by cbelva »

I disagree with what Capn Darwin said about moving your HQ occasionally, you need to move it often!!! Unless your playing against me and then just let it sit in it original location
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Monkie
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RE: HQ radio activity

Post by Monkie »

limited orders really makes you think ahead and it's a completely differen't type of simulation at that point.

Is the AI limited in the same way the player is?
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Mad Russian
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RE: HQ radio activity

Post by Mad Russian »

No, the AI has full order sets at all times.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
navwarcol
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RE: HQ radio activity

Post by navwarcol »

You want to be thinking ahead, chess style.. so that by the time your opponent, whether AI or human, is reacting to what he sees, you already are moving past that. If you succeed in doing this (and it takes a great deal of practice) then you won't be needing to spend a lot of time changing your plans on the radio, because your enemy will be so far behind in the Boyd cycle that it will be him, on his radios, trying to adjust and catch up... then you hammer his HQ and radios, and picking up the field units will be a cakewalk.
Of course that makes it sound easier than it is, it takes an awful lot of practice to be thinking even 5-10 minutes ahead.
Great game here guys!
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