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Special Abilites Helicopters
Posted: Sun May 31, 2015 3:55 pm
by JohnOsb
While, I'm waiting for an update copy of Tazak Database, looking at building an Air Assault Brigade and have a question about helicopters, looking at Special Abilities: Carrying capacity 1 subunit.
What does that mean?
RE: Special Abilites Helicopters
Posted: Sun May 31, 2015 4:29 pm
by cbelva
It means that the vehicle (a subunit itself) can carry one additional subunit that is coded as being able to be carried (ex: an AFV that has the carrying capacity of 1 subunit can carry one infantry subunit). I think you will be disappointed in trying to build an air assault brigade if you want them to be carried by helo. That ability is not in the game yet. Units being transported by helos are on our wish list. The main problem is that the subunit carry and the subunit being carried must now be in the same unit. You can't separate them.
RE: Special Abilites Helicopters
Posted: Sun May 31, 2015 4:47 pm
by JohnOsb
Ok, thanks, hopefully it will be in 2.1
RE: Special Abilites Helicopters
Posted: Sun May 31, 2015 6:44 pm
by CapnDarwin
2.1.X currently. [:D]
RE: Special Abilites Helicopters
Posted: Mon Jun 01, 2015 1:26 am
by cbelva
Unfortunately it is not on the table for the 2.1 engine. There were just too many other features we wanted to add. However, it is high on the drawing board for the future addition of the FPC engine after 2.1.
RE: Special Abilites Helicopters
Posted: Mon Jun 01, 2015 11:16 am
by Tazak
John,
there is a limited trick you can do to give the appearance of a heli drop but it really only works if there is 1 VP
You can time the helicopters from the point of entry to them reaching the VP, you'll find they'll travel at the same speed so should reach the VP nearly the same time every run, from here add 1-2 min then have the paratroopers appear near the VP as reinforcements, then add 2-3minutes and have the helicopters withdrawal.
Anyone within LOS of the VP will see the helicopters fly in, paratroopers appear as if they have exited the heli's followed by the heli's leaving, takes a little trial and error but the visual effect if very good.
RE: Special Abilites Helicopters
Posted: Mon Jun 01, 2015 1:15 pm
by JohnOsb
Nice, you made my day, I was thinking that about something along that line.
ORIGINAL: Tazak
John,
there is a limited trick you can do to give the appearance of a heli drop but it really only works if there is 1 VP
You can time the helicopters from the point of entry to them reaching the VP, you'll find they'll travel at the same speed so should reach the VP nearly the same time every run, from here add 1-2 min then have the paratroopers appear near the VP as reinforcements, then add 2-3minutes and have the helicopters withdrawal.
Anyone within LOS of the VP will see the helicopters fly in, paratroopers appear as if they have exited the heli's followed by the heli's leaving, takes a little trial and error but the visual effect if very good.
RE: Special Abilites Helicopters
Posted: Mon Jun 01, 2015 1:23 pm
by cbelva
Tazak, I have experimented with something very similar and it does and can work. The problem is then getting the infantry to act like air mobile troops after they land. I am hoping with the additions in 2.1 that are planned that we can design scenarios like this.
RE: Special Abilites Helicopters
Posted: Mon Jun 01, 2015 2:58 pm
by JohnOsb
Not sure I follow you about the "Infantry not acting like air mobile troops"? what was the problem?
ORIGINAL: cbelva
Tazak, I have experimented with something very similar and it does and can work. The problem is then getting the infantry to act like air mobile troops after they land. I am hoping with the additions in 2.1 that are planned that we can design scenarios like this.
RE: Special Abilites Helicopters
Posted: Mon Jun 01, 2015 3:15 pm
by Tazak
Its the AI knack of trying swamp the VP rather than moving to defensible positions