A couple more.....

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Deathtreader
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A couple more.....

Post by Deathtreader »

Howdy,

A couple of more suggestions........

1/ I just finished a game where I was able to blow 4 bridges in the same orders cycle. Given that my total force was barely a battalion I doubt that many engineering assets would be available at the same time at that force level. I think that engineering tasks need to be limited in some fashion reflective of the force level for each player in every scenario. Perhaps something like the algorithms used to determine the limited orders per side when playing with that option could be modified etc. to restrict the total number of engineering tasks available to each player per turn. This limitation would apply to all engineering tasks such as clearing minefields and obstacles, as well as blowing/building bridges. For clearing obstacles/minefields where no engineering task has been assigned by the player it could say take 60 minutes to clear rather than the 30 minutes it takes with our abstracted engineers assigned. This would be even better if the player could also be given the ability to create and place minefields & obstacles on the map during the game. Imagine if you have 3 engineers (even if abstracted )this cycle and what do you do with them?? Build a bridge here or blow one over here, or clear this minefield, or build an obstruction over there or...well, you get the idea. You wouldn't even have to create actual engineering units in the game (although that would likely be ideal) as variable task limitation would accomplish much the same effect.


2/ I've noticed hex mobility hindrances are static regardless of the weather and resultant ground conditions. Perhaps the game could be upgraded to make this a more dynamic feature? After all, a wheeled vehicle is not going to move through a muddied field as quickly as dry earth, right? Same for ice/snow etc.

Just a few thoughts.....

Rob.
So we're at war with the Russkies eh?? I suppose we really ought to invade or something. (Lonnnng pause while studying the map)
Hmmmm... big place ain't it??
- Sir Harry Flashman (1854)
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CapnDarwin
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RE: A couple more.....

Post by CapnDarwin »

1). We will be adding a discreet engineering assets in Southern Storm. You may still be able to blow multiple bridges in scenarios. Most bridges in Germany were pre-staged and very quick to blow with a few guys.

2). More detailed weather effects are planned for the next game engine as well. We are looking at a full revamp of how weather is setup, reported, and impacts game play.

Good ideas. Keep them coming.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
IronMikeGolf
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RE: A couple more.....

Post by IronMikeGolf »

Re: engineering tasks. The majority of the work done (not requiring specialized equipment, like blades and buckets) is not done by engineer troops. In the US Army, you'd most often see a squad of combat engineers task organized into a line company team. A line platoon would get the mission to rig the bridge. The engineer squad would tell the inf plt how much C4 or TNT and where to place it. Fire team leaders know how to prime a charge, so you have three guys per squad who know how to do that. Same goes for manpower needed for laying minefields and for building wire or log obstacles. A battalion blowing 4 bridges in a command cycle is not unreasonable.

Having said that, bear in mind we simplify and abstract engineers right now. So, a bridge is a bridge is a bridge in the game. Meaning a 1000 meter autobahn bridge is the same as a 20 meter secondary road bridge over a stream, when it comes to demolition.
Jeff
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Deathtreader
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RE: A couple more.....

Post by Deathtreader »


Thanks for the answers guys!

I'm looking forward to the changes in 2.1 [&o]

Rob.
So we're at war with the Russkies eh?? I suppose we really ought to invade or something. (Lonnnng pause while studying the map)
Hmmmm... big place ain't it??
- Sir Harry Flashman (1854)
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