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Land combat
Posted: Thu Jul 13, 2017 2:12 pm
by wodin
Has any work been done on land combat..not expecting to bee highly modelled as such but for land forces to do the basics. WOuild be cool para droping troops and then watch and wait as they do what ever special task set for them and then when done we sort the pick up etc..or maybe there was no one left to pick up..or you had to send in air support as thee paras requested it..
RE: Land combat
Posted: Thu Jul 13, 2017 2:27 pm
by Cik
WTB realistically simulated close air support
RE: Land combat
Posted: Thu Jul 13, 2017 2:40 pm
by Fer_Cabo
I've been wishing for some time that Counter-Battery Fire be modelled in CMANO. Actual Counter-Battery Radars plattforms are there just for show, without any real function nor utility. They don't locate & pinpoint the firing artillery within their detection range.
Therefore, it's virtually impossible to try and accurately simulate situations such as the fire & bombardment exchange at Yeonpyeong Island between ROK and DPRK.
RE: Land combat
Posted: Thu Jul 13, 2017 7:51 pm
by kevinkins
I think a more detailed treatment is on the long term to do list from my reading of the forum over the past year. They wanted to work out the supply/logistics model that comes with CoW first.
Kevin
RE: Land combat
Posted: Fri Jul 14, 2017 9:14 am
by Dysta
Do not forget we also need more refined armor modeling and building garrison on land battle. Some persistent fortifications can put some troops and armor units in, making the offensive strike harder without asymmetrical plans.
RE: Land combat
Posted: Fri Jul 14, 2017 2:36 pm
by DrRansom
Before the land model, CMANO needs a road and improved terrain model. As it stands, roads / railways don't really exist on the map, nor does meaningful terrain differences (urban, forest, desert). There is a long way before even considering vehicle armor.
RE: Land combat
Posted: Fri Jul 14, 2017 5:17 pm
by Peter66
Some work arounds people may not of thought of that I've used myself:
Use support missions to simulate roads. This forces units on a one track route and is useful for a multitude of tasks.
No Navigation Zones. I've used these to stop units driving "over" buildings and also avoiding river/lake crossings inland.
Land combat in my opinion is best modeled with primary air support/attack in mind. This way you can have ground units either attacking one another or being attacked and give them a meaningful role while understanding the current limitations.
RE: Land combat
Posted: Fri Jul 14, 2017 6:23 pm
by kevinkins
I agree with DrRansom. But I would not expect a hex based (Tiller etc.) "continental" ground model nor would it be desirable within the context of CMANO which is based on air and sea control of where 90 percent of the world's economy exists. That said, incremental enhancements in the use of ground forces would be welcome.
Kevin
RE: Land combat
Posted: Fri Jul 14, 2017 7:40 pm
by CCIP-subsim
I think the best approach to land combat right now is to keep it under AI control, with the player acting in the support role or having only limited control by way of Special Actions, landing units, etc. The biggest limitation, really, is the very rudimentary land unit AI. It'll do an adequate enough job firing on air and sea units, but when it comes to ground combat, it's so basic that you can't really expect even remotely realistic behaviour, at least not on any scale of complexity.
On the bright side... if you keep both friendly and enemy ground units primarily AI-controlled, and use some clever scripting, you can create a very believable impression of real ground combat going on [:)]
RE: Land combat
Posted: Sat Jul 15, 2017 12:11 am
by Dysta
I guess the Army vs Army battle on CMANO is only tad little bit better than Clash of Clans and many other base-raiding mobile video games. Not just the unit with best stats had highest change to win, but also involved with terrain elevation, sensor and line of sight limits. Whats lacking is the fortifications mechanics because not all battles are soldiers-on-soldiers, there must be lots of defense perimeters (like walls and towers in base-raid games) the defensive side use with dynamically.
I would take the same approach as CCIP said -- like tug-of-war style of AI-only land battle, but you and the opponent's AI has to directly command some asymmetrical measures (like giving air/missile strikes, send supplies/paratroopers, etc) to affect the battleground for your/Ai's favor.
RE: Land combat
Posted: Mon Jul 17, 2017 3:53 pm
by CCIP-subsim
I think some of the most interesting prospects of CMANO are in the ability to focus the player less on tactics and more on logistics and support when it comes to ground combat - and I hope it keeps going in that direction. It'd be great if eventually it could do something in the vein of the Command Ops series, when it comes to ground combat, but for now that's just a dream!
One area where CMANO can shine (especially once a couple of anticipated Lua functions get implemented) is amphibious and airmobile landings - because in those cases, mobility and logistics is everything. It's one thing to land some troops, but keeping them supplied and supported over the course of an operation is a whole other ball game! Even a simplified method - say, you have to deliver a certain number of troops/supplies over x number of hours, and/or destroy certain enemy positions in the way of the advance, and if you succeed - the front line moves up and the enemy retreats. Or the previously-discussed idea of capturing/defending objectives by putting your ground units at them, and getting enemy units off them. The ground combat between troops can be kept simple or even abstracted in those cases, focusing the player on air/naval support instead. I'd love to see more multi-day scenarios along those lines, and am in fact working on some myself [:)]
RE: Land combat
Posted: Tue Jul 18, 2017 2:23 pm
by wodin
I agree..sounds best way to go to me.
ORIGINAL: CCIPsubsim
I think the best approach to land combat right now is to keep it under AI control, with the player acting in the support role or having only limited control by way of Special Actions, landing units, etc. The biggest limitation, really, is the very rudimentary land unit AI. It'll do an adequate enough job firing on air and sea units, but when it comes to ground combat, it's so basic that you can't really expect even remotely realistic behaviour, at least not on any scale of complexity.
On the bright side... if you keep both friendly and enemy ground units primarily AI-controlled, and use some clever scripting, you can create a very believable impression of real ground combat going on [:)]
RE: Land combat
Posted: Sun Jul 23, 2017 12:50 pm
by Sniper31
As a career Light Infantryman with 27 years of experience, I welcome any and all pushes in the direction of further development of land combat and ground forces integration in CMANO. We operate in asymmetric battle spaces, now more than ever. Naval, Air and Land combat are all intertwined. Throughout all of my personal combat tours and experience, even when in firefights far from any shores, support from Naval and Air assets was instrumental in many cases.