Quick reaction stance

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Tazak
Posts: 1466
Joined: Sat Sep 03, 2011 11:57 am

Quick reaction stance

Post by Tazak »

Of the back of the issue where on-call is available for all units, I think there is possibly scope for a 'quick reaction stance' similar to how people were expecting on-call to work i.e. an order delay reduction.

These can be used mainly by reserve troops waiting to reinforce an area or launch a counter attack, they would've been briefed to likely tasks beforehand and are just awaiting various code words and locations over the radio to start their required mission.

To avoid it being overly used/gamey it would need a hefty penalty e.g. situation of troops in 'QR stance' is men nearby or in vehicles, vehicles have their cammo nets down and are located near tracks out of full cover - this leaves them easier to spot and open to attack (increased chance to be hit and reduction of local cover levels).
AUCTO SPLENDORE RESURGO
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cbelva
Posts: 2220
Joined: Sat Mar 26, 2005 8:11 pm
Location: Nevada USA

RE: Quick reaction stance

Post by cbelva »

We are looking at something similar to this in the new engine. It will based on distance that the unit needs to travel plus the size of the unit moving. I don't believe in the "quick response unit" because even units ready and waiting has to do some planning for a move not to mention the delay in getting the order to the unit. It is only spontaneous in games. However, if a unit is moving only a short distance, it should be able to do that with minimal delay. Call it a repositioning itself. On scene commanders may do that without direct orders to do so. This would also apply to units moving a short distance to retake an obj or a position lost to an enemy assault. However, the larger the force and the greater the distance traveled, the more time it will take a unit to prepare itself to move. There will also be other variables involved that can affect reaction time such as readiness/moral and distance from HQ.
Charles Belva
On Target Simulations LLC
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